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#version 330 core

out vec4 frag_color;

in vec2 tex_coords;

uniform sampler2D texture1;

void
main(void)
{
    vec4 tex_color = texture(texture1, tex_coords);
    if (tex_color.a <= 0.2) {
        discard;
    }
    frag_color = tex_color;
}