uniform sampler2D tex; in vec2 uv; out vec4 FragColor; void main() { vec2 coords = uv; vec4 col = texture(tex, coords); float alpha = col.a; if (alpha < 0.04 || length(col.xyz) < 0.2) discard; col *= vec4(vec3(4.0), 1.5); col.a *= 0.6; FragColor = col; }