13 vec2 ssuv = gl_FragCoord.xy;
14 float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);
16 vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
17 float dither = fract( vDither.g / 71.0 ) - 0.5;
19 if( opacity+dither<0.5 )
22 FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );