layout (location = 0) out vec4 oColour; in float aAlpha; uniform vec4 uColour; #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( aAlpha+dither<0.5 ) discard; oColour = vec4( uColour.rgb, uColour.a * aAlpha ); }