#version 330 core
in vec2 TexCoords;
out vec4 FragColor;
uniform sampler2D sampler;
uniform float alp;
uniform float ris;
void main()
{
vec4 sampled = texture(sampler, TexCoords).rgba;
//vec4 sampled = vec4(1.0, 1.0, 1.0, 1.0);
//if (sampled.a < 0.001)
// discard;
//float minalp=1.0-alp;
//FragColor = sampled;
float alpha = (sampled.a * alp) + ris; // ie * .75) + .25
//float alpha = (sampled.a * 0.75) + 0.25;
//float alpha = sampled.a;
FragColor = vec4(sampled.rgb,alpha);
};