 uniform bool hasColorMap;
 uniform float fadeInValue;
 
-Fragment getFragment() {      
-   
+Fragment getFragment() {
     vec4 textureColor = texture(spriteTexture, texCoord);
     
-    if (textureColor.a == 0.f || gs_colorMap.a == 0.f || 
-        ta == 0.f || fadeInValue == 0.f) {
+    if (textureColor.a == 0.f || gs_colorMap.a == 0.f || ta == 0.f || fadeInValue == 0.f)
+    {
         discard;
     }
 

    
    if (hasColorMap) {
        fullColor = vec4(
            gs_colorMap.rgb * textureColor.rgb, 
            gs_colorMap.a * textureColor.a * alphaValue
            );
    } else {
        fullColor = vec4(color.rgb * textureColor.rgb, textureColor.a * alphaValue);
    }


    }

    Fragment frag;
    frag.color = fullColor;
    frag.depth = vs_screenSpaceDepth;
    // Setting the position of the billboards to not interact 
    // with the ATM.
    frag.gPosition = vec4(-1e32, -1e32, -1e32, 1.0);
    frag.gNormal = vec4(0.0, 0.0, 0.0, 1.0);
    //frag.disableLDR2HDR = true;

    return frag;
}
