Almost all works
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@@ -4,10 +4,14 @@ layout(binding = 0) uniform sampler2D blockModelAtlas;
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layout(location = 0) in vec2 uv;
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layout(location = 1) in flat vec2 baseUV;
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layout(location = 2) in flat vec4 colourTinting;
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layout(location = 3) in flat int discardAlpha;
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layout(location = 0) out vec4 outColour;
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void main() {
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vec2 uv = mod(uv, vec2(1))*(1f/(vec2(3,2)*256f));
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outColour = texture(blockModelAtlas, uv + baseUV) * colourTinting;
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vec4 colour = texture(blockModelAtlas, uv + baseUV);
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if (discardAlpha == 1 && colour.a == 0.0f) {
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discard;
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}
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outColour = colour * colourTinting;
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}
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