varying vec2 uv; varying float depth; uniform vec4 stip_color; void main() { vec4 color = gl_Color; if(uv.x > 0.98) color.a *= (1.0 - (uv.x - 0.98)/0.02); else color.a *= pow(uv.x,(10000.0 / depth)); color.a *= 0.6; if(stip_color.a != 0.0 && uv.x < 0.8) { float pos = mod(uv.y, 500.0) / 500.0; float alph = pow(uv.x,(10000.0 / depth)) * 1.5; if(pos > 0.5 && pos < 0.7) color = stip_color * vec4(1.0, 1.0, 1.0, alph); } if(color.a < 0.01) discard; gl_FragColor = color; }