Normal, height and material maps generating
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precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D TransparencyMask;
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varying vec2 texCoord;
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void main() {
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vec4 color = texture2D(Texture,texCoord).rgba;
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gl_FragColor = vec4(color.rgb, texture2D(TransparencyMask, texCoord).a);
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}
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