#ifdef HIGHP precision highp float; #else precision mediump float; #endif uniform sampler2D sAlbedo; uniform vec4 uColor; #ifdef ALPHA_TEST uniform float uAlphaThreshold; #endif //ALPHA_TEST varying vec2 vUV; void main() { vec4 color = texture2D(sAlbedo, vUV.st); #ifdef ALPHA_TEST if (color.a <= uAlphaThreshold) { discard; } #endif gl_FragColor = color * uColor; }