#version 150 uniform sampler2DRect tex0; in vec2 tex_c; out vec4 outputColor; void main() { // Convert normalized coordinates to pixel coordinates vec2 texCoord = tex_c * vec2(1920.0/2.0, 960.0); vec4 texColor = texture(tex0, texCoord); if (texColor.a < 0.1) { discard; } vec3 color = texColor.rgb; color = vec3(dot(color, vec3(0.299, 0.587, 0.114))); outputColor = vec4(color, texColor.a); // vec4 texColor = texture(tex0, tex_c); //Discard fragments with alpha below a threshold // if (texColor.a < 0.1) { // discard; // } // vec3 color = texColor.rgb; // color = vec3(dot(color, vec3(0.299, 0.587, 0.114))); // outputColor = vec4(color, texColor.a); }