uniform sampler2D uTexMain; uniform vec3 uCamera; #include "light_clearskies_stddef.glsl" #include "common_scene.glsl" #include "motion_vectors_fs.glsl" void main(){ oMotionVec = vec2(0.0); vec4 vsamplemain = texture( uTexMain, aUv ); 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 = vec4( vsamplemain.rgb, 1.0 ); }