--- /dev/null
+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 );
+}