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starruler-linux/data/shaders/source/cutoff_ps.txt
T
2018-07-17 14:15:37 +02:00

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varying vec2 uv;
varying float renderpos;
uniform sampler2D texture;
uniform float cutoff;
void main() {
if(renderpos > (cutoff * 2.0) - 1.0)
discard;
gl_FragColor.rgb = texture2D(texture, uv).rgb;
gl_FragColor.a = 1.0;
}