port from perforce
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@@ -0,0 +1,15 @@
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uniform sampler2D tex;
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uniform float intensity;
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uniform float alpha;
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void main()
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{
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vec4 color = texture2D(tex, gl_TexCoord[0].xy);
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float opacity = dot(color.rgb, vec3(0.33,0.33,0.33)) * color.a * alpha;
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if (opacity < 0.05) discard;
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gl_FragData[0] = vec4(color.rgb * intensity, opacity);
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}
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