#version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; void main() { vec4 texelColor = texture2D(texture0, fragTexCoord); if (texelColor.a == 0.0) discard; gl_FragColor = texelColor*fragColor*colDiffuse; }