layout (location = 0) out vec4 oColour; in vec4 aColour; #include "motion_vectors_fs.glsl" void main(){ compute_motion_vectors(); //vec2 ssuv = gl_FragCoord.xy; //vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) ); //float dither = fract( vDither.g / 71.0 ) - 0.5; //if( vsamplemain.a+dither<0.5 ) // discard; oColour = aColour; }