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@block vert
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uniform vec4 rect;
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uniform vec2 diffuse_size;
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void vert()
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{
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pos *= vec3(diffuse_size * rect.zw,1);
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uv = (uv*rect.zw)+rect.xy;
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}
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@end
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@block frag
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void frag()
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{
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color = texture(sampler2D(diffuse,smp), uv);
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if (color.a != 0) discard;
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}
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@end
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#include <base.cg>
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