varying vec2 v_TexCoord;uniform float u_Intensity;uniform sampler2D u_Tex0;void main(){ gl_FragColor = texture2D(u_Tex0, v_TexCoord); if(gl_FragColor.a > 0.9) { gl_FragColor.xyz *= min(max(1.0, u_Intensity), 0.0); } if(gl_FragColor.a < 0.01) discard;}