uniform sampler2D HG_Texture0; varying vec4 Color; void main() { vec4 tex = texture2D(HG_Texture0, gl_TexCoord[0].xy); if( gl_TexCoord[0].x > 1.0 ) tex = vec4( 1. ); if( tex.a < 0.1 ) discard; gl_FragColor = vec4( tex.r * Color.r, tex.g * Color.g, tex.b * Color.b, tex.a ); }