uniform float4 color_unif;
uniform sampler2D tex_unif;
uniform float alpha_value_unif;

void main(	in float4 gl_Position : SV_Position,
			in float2 uv : TEXCOORD,
			in float eyedist : EYEDIST,
			out float4 gl_FragColor : SV_Target0)
{
    float alpha = tex2D(tex_unif, uv).a;
    if (alpha < alpha_value_unif) discard;

    gl_FragColor = tex2D(tex_unif, uv) * color_unif;

    return;
}
