editor done
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / particle.fs
1 layout (location = 0) out vec4 oColour;
2 in vec4 aColour;
3
4 #include "motion_vectors_fs.glsl"
5
6 void main(){
7 compute_motion_vectors();
8
9 //vec2 ssuv = gl_FragCoord.xy;
10 //vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
11 //float dither = fract( vDither.g / 71.0 ) - 0.5;
12
13 //if( vsamplemain.a+dither<0.5 )
14 // discard;
15
16 oColour = aColour;
17 }