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uniform sampler2D texture_front;
uniform sampler2D texture_back;
void main()
{
vec2 tcfull = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y);
vec4 texel = gl_FrontFacing ? texture(texture_back, tcfull) : texture(texture_front, tcfull);
if (texel.a == 0.0) {
discard;
}
texel.a = 1.0;
frag_color = texel;
}
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