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2018-07-17 14:15:37 +02:00

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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;
}