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merge and shadow fixes
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@@ -1,7 +1,10 @@
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#version 330
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in vec3 f_pos;
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in vec2 f_coord;
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uniform sampler2D tex;
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void main()
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{
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gl_FragDepth = gl_FragCoord.z + (1.0 - texture(tex, f_coord).w);
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}
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