#version 100 precision mediump float; varying vec2 vTexCoord; uniform sampler2D uTex; uniform vec4 uForeGround; uniform vec4 uBackGround; void main(void) { vec4 Color = texture2D(uTex, vTexCoord); if (Color.a < 0.5) { discard; } gl_FragColor = mix(uBackGround, uForeGround, Color.r); }