Make sure to only use transparency if enabled for pbr shader
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@ -375,8 +375,11 @@ void main()
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fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma));
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// Alpha calculations.
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float alpha = GetComponent(AlphaChannel, texture(DiffuseMap, f_texcoord0));
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fragColor.a = alpha;
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if (isTransparent == 1)
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{
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float alpha = GetComponent(AlphaChannel, texture(DiffuseMap, f_texcoord0));
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fragColor.a = alpha;
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}
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if (RenderAsLighting)
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{
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