 uniform vec3 material_ambient;
 uniform vec3 material_diffuse;
 uniform vec3 material_emission;
-uniform float material_transparency; 
+uniform float material_transparency;
 
 uniform vec2 noise_displacement;
 


uniform mat4 transform;

out vec4 fragColor;

void main() {
	vec4 apos = transform*vertex;
	if (length(apos.xyz) < 0.3*apos.w) {
		discard;
	}
	fragColor = color * texture(texture_sampler, tex_coord);
}


#version 150

#define NUM_LIGHTS 1

uniform sampler2D texture_sampler;
uniform vec4 color;
