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uniform sampler2D texture_data;
uniform vec2 crop;
void main()
{
vec2 tcfull = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y);
if (tcfull.x > crop.x || tcfull.y > crop.y) discard;
vec4 texel = texture(texture_data, tcfull);
texel.a = 0.5;
frag_color = texel;
}
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