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fteqw/plugins/hl2/glsl/vmt/unlit.glsl

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!!ver 110
!!permu FOG
!!samps diffuse
#include "sys/defs.h"
#include "sys/fog.h"
varying vec2 tex_c;
#ifdef VERTEX_SHADER
void main ()
{
tex_c = v_texcoord;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main ()
{
vec4 diffuse_f = texture2D( s_diffuse, tex_c );
#ifdef MASKLT
if (diffuse_f.a < float(MASK))
discard;
#endif
gl_FragColor = fog4( diffuse_f );
}
#endif