diffuseTex

>> vertex-flip <<

vec3 IN_position;
void main()
{
	IN_position = gl_Vertex.xyz;
	gl_Position = vec4(IN_position.xy, 0.8, 1);
}

>> fragment <<
uniform sampler2D diffuseTex;

varying	vec4 OUT_position;

void main()
{
	vec4 diffuse = texture2D(diffuseTex, gl_FragCoord.xy*vec2(1,0.5));
	if (diffuse.r == 0)
		discard;
	gl_FragColor = vec4(1); // TODO: Proper color
}


>> vertex-flip/CG <<

struct input
{
float3 position 	: POSITION;
float2 texCoords 	: TEXCOORD0;
};

struct output
{
float4 gl_Position : POSITION;
};


output main(input IN)
{
	output OUT;
	OUT.gl_Position = float4(IN.position.xy, 0.8, 1);
	return OUT;
}

>> fragment/CG <<
struct input
{
float4 gl_Position : POSITION;
};

struct output
{
float4 color 	: COLOR;
};

output main(input IN, uniform sampler2D diffuseTex, float4 FragCoord : WPOS)
{
	float4 diffuse = tex2D(diffuseTex, FragCoord.xy*float2(1,0.5));
	if (diffuse.r == 0)	
		discard;
	
	output OUT;
	OUT.color = float4(1); // TODO: Proper color
	return OUT;
}
