
#version 150 compatibility 

/// The input sampler which is to be mapped
/// to the output pixels
uniform sampler2D uni_tex_smp ;

uniform float uni_blend ;

void main()
{
	gl_FragColor = (vec4(1.0) - texture2D(uni_tex_smp, gl_TexCoord[0].xy)) * smoothstep(0.0,1.0,uni_blend) ;
	gl_FragColor.a = 1.0 ;

}