#version 130 uniform sampler2D tex; uniform vec2 res; void main() { vec2 coords = gl_FragCoord.xy / res; vec4 col = texture2D(tex, coords); float alpha = col.a; if (alpha < 0.04) discard; col *= vec4(vec3(4.0), 1.5); col.a *= 0.6; gl_FragColor = col; }