chill out cubemaps
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_fxglow.fs
1 uniform sampler2D uTexMain;
2 uniform vec3 uCamera;
3
4 #include "common_scene.glsl"
5 #include "motion_vectors_fs.glsl"
6
7 void main(){
8 oMotionVec = vec2(0.0);
9
10 vec4 vsamplemain = texture( uTexMain, aUv );
11
12 vec2 ssuv = gl_FragCoord.xy;
13 vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
14 float dither = fract( vDither.g / 71.0 ) - 0.5;
15
16 if( vsamplemain.a+dither<0.5 )
17 discard;
18
19 oColour = vec4( vsamplemain.rgb, 1.0 );
20 }