#
redef var fragment_shader_source = """
precision highp float;
varying vec2 v_tex_coord;
// Map used as reference for opacity
uniform sampler2D map_diffuse;
// Should `map_diffuse` be used?
uniform bool use_map_diffuse;
// Color ID
uniform vec4 color;
void main()
{
gl_FragColor = vec4(color.rgb, 1.0);
if (use_map_diffuse && texture2D(map_diffuse, v_tex_coord).a < 0.1) {
gl_FragColor.a = 0.0;
}
}
""" @ glsl_fragment_shader
lib/gamnit/depth/selection.nit:270,2--293,28