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opacity bugfix
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@@ -92,16 +92,8 @@ void main()
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{
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vec4 tex_color = texture(tex1, f_coord);
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if (opacity == 0.0f)
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{
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//blending
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}
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else
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{
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//test
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if (tex_color.a < 0.5f)
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discard;
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}
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if (tex_color.a < opacity)
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discard;
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vec3 envcolor = texture(envmap, reflect(f_pos, normalize(f_normal))).rgb;
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