VERTEX
uniform float scaleX;
uniform vec4 sketchOffset;
void main()
{


 
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_Position=ftransform(); 
	gl_TexCoord[0].x*=scaleX;


}
PIXEL

uniform sampler2D tex;

uniform vec4 basecolor;
void main()
{

	vec4 c = texture2D(tex,gl_TexCoord[0].st) ;

	gl_FragColor = basecolor ;
	gl_FragColor.a = 1;
	if(c.z <0.5)	
		discard;

	
}
