#extension GL_ARB_texture_rectangle : enable uniform sampler2DRect MyTex; uniform float Sl,Sr,St,Sb; // shade size varying vec2 pos; void main (void) { vec4 color = texture2DRect(MyTex, gl_TexCoord[0].st); color.a *=min(1.,pos.x/Sl); color.a *=min(1.,(1.-pos.x)/Sr); color.a *=min(1.,pos.y/St); color.a *=min(1.,(1.-pos.y)/Sb); gl_FragColor = color; }