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;

	vec4 c = texture2D(tex,uv);
	gl_FragColor = vec4(1,1,1,1);

float l = clamp((c.a - erase)*100,0.0,1.0);
	gl_FragColor.xyz  = vec4(1,1,1,1) * (1.0-l) + c.xyz* l;
}
