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uniform float alpha = 0.6;
in vec4 finalColor;
flat in int inverted;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 lineOutput;
void main()
{
/* Manual back-face culling. Not ideal for performance
* but needed for view clarity in X-ray mode and support
* for inverted bone matrices. */
if ((inverted == 1) == gl_FrontFacing) {
discard;
}
fragColor = vec4(finalColor.rgb, alpha);
lineOutput = vec4(0.0);
}
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