#version 330 core
in vec2 TexCoords;
out vec4 FragColor;
uniform sampler2D sampler;
uniform float alp;
uniform float ris;
void main()
{
//float alpha = texture(sampler, TexCoords).a;
//vec3 sampled = texture(sampler, TexCoords).rgb;
vec4 sampled = texture(sampler, TexCoords).rgba;
//if (sampled.a < 0.001)
// discard;
//float minalp=1.0-alp;
//float greyValue = max(sampled.r, max(sampled.g, sampled.b));
//FragColor = vec4(greyValue, greyValue, greyValue, 1.0);
//FragColor = vec4(sampled, 0.5f);
//FragColor = sampled;
float alpha = (sampled.a * alp) + ris; // ie * .75) + .25
//float alpha = sampled.a;
FragColor = vec4(sampled.rgb,alpha);
//FragColor = vec4(sampled.rgba);
//FragColor = vec4(1.0f, 0.0f, alpha, 1.0f);
//FragColor = vec4(1.0f, 1.0f, 1.0f, alpha) * textColor;
};
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