devicePixelRatio() support
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@@ -32,6 +32,10 @@ void main(void) {
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vec4 diffuse = qgl_materialTexture(QGL_MAP_DIFFUSE, tc, vec4(0)) * object_color;
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diffuse.rgb *= qgl_material[qgl_MaterialIndex].color_diffuse.rgb;
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#ifdef SOLID
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if(diffuse.a < 0.5)
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discard;
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#endif
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diffuse.a *= (1.f - qgl_material[qgl_MaterialIndex].transparency);
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vec3 normal, dn;
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