#version 100 ## precision mediump float; @@ varying vec2 vTexCoord; %% attribute vec2 aVertCoord; attribute vec2 aTexCoord; void main(void) { vTexCoord = aTexCoord; gl_Position = vec4(aVertCoord * vec2(1.0 / 256.0), 0.0, 1.0); } ## uniform sampler2D uTex; void main(void) { if (texture2D(uTex, vTexCoord).r < 0.5) { discard; } gl_FragColor = vec4(1.0); }