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improve alpha cutout discarding
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@@ -365,12 +365,10 @@ void main() {
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//////////////////////////////// ////////////////////////////////
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float textureLOD = bias();
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM, textureLOD);
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Albedo *= color;
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// if(Albedo.a < max(alphaTestRef,0.1)){discard; return;}else{}
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#if defined HAND
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if (Albedo.a < 0.1) discard;
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#endif
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if(Albedo.a < max(alphaTestRef,0.5)){discard; return;}
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Albedo *= color;
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if(LIGHTNING > 0) Albedo = vec4(1);
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