#version 110
varying vec2 frag_texcoord;
varying vec4 frag_color;
uniform sampler2D tex;
void main(void) {
vec4 out_color;
if (frag_texcoord.x == -1.0 && frag_texcoord.y == -1.0) {
out_color = frag_color;
} else {
out_color = frag_color * texture2D(tex, frag_texcoord);
}
if (out_color.a < 0.01) {
discard;
}
gl_FragColor = out_color;
}