uniform vec4 HG_DepthRange; uniform sampler2D HG_Texture0; uniform sampler2D HG_Texture1; varying vec3 normal; varying vec3 pos; void main() { vec4 IM = texture2D( HG_Texture0, gl_TexCoord[0].xy ); if( IM.a < 0.5 ) discard; IM.a = 1.0; gl_FragColor = IM; }