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light_mode unshaded;
const highp float c = 0.3;
const highp float alphaModifier = 0.2;
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const bool below = true;
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void fragment()
{
highp vec4 tex = zTexture(UV);
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highp float modifier = (UV.y > c ^^ !below) ? 1.0 : alphaModifier;
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COLOR = vec4(tex.x, tex.y, tex.z, tex.w * modifier);
}