transparency/alpha: simple binary transparent/opaque, no blending, just discard some fragments
#version 330 core
uniform sampler2D uTexture;
in vec2 vTextureXY;
out vec4 fColor;
vec4 grayscale(vec4 original) {
const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
float luminance = dot(original.rgb, luminanceWeighting);
return vec4(vec3(luminance), original.a);
}
void main(){
fColor = texture(uTexture, vTextureXY).rgba;
// fColor = grayscale(fColor);
// fColor *= vec4(0.8, 1., 0.2, 1.);
if (fColor.a < 0.1) discard;
}