uniform sampler2D texture; void main() { vec4 pixel = gl_Color * texture2D(texture, gl_TexCoord[0].xy); vec2 pos = gl_TexCoord[0].xy; pixel.a = .7+.29; if( (pos.y*1536.0) > 768.0 ) { pixel.a = 0.7*((256.0-((pos.y*1536.0)-1280.0))/768.0)+.29; } if( (pos.y*1536.0) <= 768.0 ) { pixel.a = 0.7*((pos.y*1536.0)/768.0)+.29; } gl_FragColor = pixel; }