text: #version 330 core
  
  // Ouput data
  out vec4 color;
  in vec2 TXR_0;
  
  uniform vec3 cols;
  uniform sampler2D sfTex;
  
  
  //----------------------------------------
  void main()
  {
  
  	gl_FragDepth = 0;
  	color.rgb = texture(sfTex, TXR_0).rgb;
  	if(0<color.r + color.g + color.b)color.a = 1.0;
  
  }
  
  