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material work, use multibind and dsa in main texture binding
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@@ -7,7 +7,5 @@ uniform sampler2D tex1;
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void main()
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{
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//gl_FragColor = texture(tex, f_coord);
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//gl_FragDepth = gl_FragCoord.z;
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gl_FragDepth = gl_FragCoord.z + (1.0 - texture(tex1, f_coord).a);
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}
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