redef var fragment_shader_source = """
precision mediump float;
// Diffuse map
uniform bool use_map_diffuse;
uniform sampler2D map_diffuse;
varying vec2 v_tex_coord;
void main()
{
if (use_map_diffuse && texture2D(map_diffuse, v_tex_coord).a <= 0.01) {
discard;
}
}
""" @ glsl_fragment_shader
lib/gamnit/depth/shadow.nit:383,2--398,28