uniform mat4 u_Color; varying vec2 v_TexCoord; varying vec2 v_TexCoord2; varying vec2 v_TexCoord3; uniform sampler2D u_Tex0; uniform sampler2D u_Tex1; void main() { gl_FragColor = texture2D(u_Tex0, v_TexCoord); vec4 texcolor = texture2D(u_Tex0, v_TexCoord2); vec4 effectColor = texture2D(u_Tex1, v_TexCoord3); if(texcolor.a > 0.1) { gl_FragColor *= effectColor; } if(gl_FragColor.a < 0.01) discard; }