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