<Shader>
	<VertexShader>
	<Code>
		<![CDATA[
			#version 110
			attribute float IndxAttrib;

			uniform vec4 PosTC[64]; 
			uniform vec4 QuadData[64]; 
			varying vec2 Texcoord;
			varying vec4 Data1;
			varying vec4 Data2;


			void main( void )
			{
				int VertexId = int(IndxAttrib);
				int QuadId = ((VertexId)/4)*4;
				Texcoord = PosTC[VertexId].zw;
				Data1 = QuadData[QuadId+0];
				Data2 = QuadData[QuadId+1];

				gl_Position = vec4(PosTC[VertexId].xy, -1.0, 1.0);
			}
		]]>
		</Code>
	</VertexShader>
	
	<FragmentShader>
		<Code>
		<![CDATA[
			#version 110
			varying vec2 Texcoord;
			varying vec4 Data1;
			varying vec4 Data2;
			
			uniform sampler2D Map0;
			
			void main(void)
			{
				vec3 color = texture2D(Map0, Texcoord.xy).rgb;
	//			float d = color.r;
	//			float aastep = length(vec2(dFdx(d), dFdy(d)))*Data1.w; 
				gl_FragColor = vec4(Data1.rgb, smoothstep(-Data1.w, Data1.w, color.r-0.5) * Data2.w);
			}
		]]>
		</Code> 
	</FragmentShader>
</Shader>
