#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; };