GLES2: Fixes, clarifications to shaders
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@@ -1,4 +1,5 @@
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void fragment() {
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// Bypasses zTexture because only alpha is queried.
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if (texture2D(TEXTURE, UV).a == 0.0) {
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discard; // Discard if no alpha so that there's a hole in the stencil buffer.
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}
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