13 lines
260 B
GLSL
13 lines
260 B
GLSL
#version 300 es
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precision mediump float;
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uniform sampler2D tex;
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in float _alphaFac;
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layout(location = 0) out vec4 color;
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void main()
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{
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vec4 c = texture(tex,gl_PointCoord);
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if(c.a<0.3)
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discard;
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color = c;
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color.a = color.a * _alphaFac;
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} |