#version 300 es #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 in vec2 vUV; out vec4 FragColor; void main() { vec4 color = texture(sAlbedo, vUV.st); #ifdef ALPHA_TEST if (color.a <= uAlphaThreshold) { discard; } #endif FragColor = color * uColor; }