#version $GLSL_VERSION_STR
$GLSL_DEFAULT_PRECISION_FLOAT

#pragma vp_entryPoint oe_clamp_fragment
#pragma vp_location   fragment_coloring

in float oe_clamp_alpha;

void oe_clamp_fragment(inout vec4 color)
{
    // adjust the alpha component to "hide" geometry beyond the visible horizon.
    color.a *= oe_clamp_alpha;
}
