//#version 110
//
//const vec4 std601R = vec4( 1.596027,1.164383, 0.000000,0.0  );
//const vec4 std601G = vec4(-0.812968,1.164383,-0.391762,0.0  );
//const vec4 std601B = vec4( 0.000000,1.164383, 2.017232,0.0  );
//const vec4 stdbias = vec4(-0.5  , -0.0625,  -0.5   ,0.0  );
//
//
//
//uniform sampler2DRect inputTex;
//uniform float alpha;
//
//
//varying vec2 fsTexture;
////out lowp vec4 outColor;
//
//void main()
//{
//    vec4 y0;
//    vec4 y1;
//    
//    float isOddUV;
//    
//    isOddUV = floor(fract(fsTexture.x * 0.5) * 2.0);
//    vec2 tmp=fsTexture;
//    tmp.x*=.5;
//    y0 = texture2DRect(inputTex, tmp);
//    y1=y0;
//    y1.g=y0.a;
//    y0=mix(y0,y1,isOddUV);
//    
//    y0+=stdbias;
//    
//    gl_FragColor=vec4(dot(std601R, y0),
//                  dot(std601G, y0),
//                  dot(std601B, y0),
//                  1.0 );
//}

#version 330


uniform sampler2DRect inputTex;
uniform float alpha=1.0;

in vec2 fsTexture;
out vec4 outColor;

void main()
{
    outColor = texture(inputTex, fsTexture);
    outColor.rgba*=alpha;
}

