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