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vec4 color;
VARYING vec3 pos;
VARYING float disc;
VARYING vec2 UV;
void MAIN()
{
if (abs(pos.y) > graphHeight)
discard;
if (disc > 0)
discard;
if (texture(height, UV).a != 1.0)
discard;
color = gridColor;
}
void POST_PROCESS()
{
COLOR_SUM = color;
}