uniform sampler2D texture_data; uniform vec2 crop; void main() { vec2 tcfull = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y); if (tcfull.x > crop.x || tcfull.y > crop.y) discard; vec4 texel = texture(texture_data, tcfull); texel.a = 0.5; frag_color = texel; }