+ passthrough;
+}
+
+#pragma MSP stage(fragment)
+layout(location=0) out vec4 frag_color;
+
+void main()
+{
+ if(use_alpha_cutoff)
+ {
+ float alpha = texture(alpha_map, texcoord.xy).a;
+ if(alpha<alpha_cutoff)
+ discard;
+ frag_color = vec4(1.0);
+ }