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blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_holdout.glsl

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void node_holdout(float weight, out Closure result)
{
ClosureTransparency transparency_data;
transparency_data.weight = weight;
transparency_data.transmittance = vec3(0.0);
transparency_data.holdout = 1.0;
result = closure_eval(transparency_data);
}