21 lines
346 B
GLSL
21 lines
346 B
GLSL
#version 300 es
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precision highp float;
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in vec2 v_texCoord;
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in vec4 v_color;
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uniform sampler2D u_texture;
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uniform float u_opacity;
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out vec4 fragColor;
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void main() {
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vec4 texColor = texture(u_texture, v_texCoord);
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fragColor = texColor * v_color;
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fragColor.a *= u_opacity;
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if (fragColor.a < 0.01) {
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discard;
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}
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}
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