2D pixelated grass waving shader

My waving.fp (fp of the model with the texture - grass.png) is just like that:

varying highp vec4 var_position;
varying mediump vec3 var_normal;
varying mediump vec2 var_texcoord0;
varying mediump vec4 var_light;

uniform lowp sampler2D tex0;

void main()
{
    vec4 color = texture2D(tex0, var_texcoord0.xy); //* tint_pm;
    gl_FragColor = vec4(color.xyz,1.0); //color //vec4(color.rgb*diff_light,1.0);
}

As you can see I tried with just the xyz from the collor and a constant alpha, but the result is even worse (black pixels + transparent color pixels) :slight_smile:

So it must be drawn on something with another fp, maybe?

Is it maybe possible without model, but on a sprite? (I’m not sure about vp)