varying vec2 v_vTexcoord;
varying vec4 v_vColour;

uniform float u_fAlphaThreshold;

void main()
{
    gl_FragColor = texture2D(gm_BaseTexture, v_vTexcoord);
    if (gl_FragColor.a < u_fAlphaThreshold) discard;
    gl_FragColor = vec4(0.0, 0.0, 0.0,   1.0 - v_vColour.a);
}