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@@ -13,7 +13,7 @@ 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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vec4 colour = texture(blockModelAtlas, uv + baseUV);
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if (discardAlpha == 1 && colour.a <= 0.001f) {
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if (discardAlpha == 1 && colour.a <= 0.25f) {
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discard;
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}
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outColour = colour * colourTinting;
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