VERTEX
//uniform float blur_range;

void main()
{
		
	gl_TexCoord[0] = gl_MultiTexCoord0 ;

	gl_Position = ftransform(); 

}
PIXEL
uniform sampler2D tex;
uniform float erase;
void main()
{
	vec2 uv = gl_TexCoord[0].st;

	gl_FragColor = vec4(1,1,1,0);
	if(texture2D(tex,uv).r>= erase)	
		discard;
}
