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      1 varying vec3 normal;
      2 varying vec2 texCoord;
      3 
      4 
      5 #ifdef DIFFUSEMAP_ALPHA
      6     uniform sampler2D m_DiffuseMap;
      7     uniform float m_AlphaDiscardThreshold;
      8 #endif
      9 
     10 void main(void)
     11 {
     12 
     13     #ifdef DIFFUSEMAP_ALPHA
     14         if(texture2D(m_DiffuseMap,texCoord).a<m_AlphaDiscardThreshold){
     15             discard;
     16         }
     17     #endif
     18     gl_FragColor = vec4(normal.xy* 0.5 + 0.5,-normal.z* 0.5 + 0.5, 1.0);
     19 
     20 }
     21 
     22