     if (rel * gl_Color.a + (1.0f-rel) * gl_SecondaryColor.a > 0.25f)
       discard;
 
-    alpha = 0.25f;
+    alpha = 0.0f;
   } else if (screen_coords.y > low && screen_coords.y <= low + mixing) {
     if ((value-0.5f)*4.0f < (screen_coords.y - low)/mixing)
       discard;

    discard;
  }

  if (rel + value*5 > 3.5)
    gl_FragColor.rgb = value * gl_SecondaryColor.rgb;
  else

  float value;
  float thickness;
  float mixing;
  float alpha = 0.50f;
  float angle;

  if (gl_TexCoord[0].t > 1)
    thickness = line_thickness;
