varying vec2 v_TexCoord;varying vec2 v_TexCoord2;uniform vec4 u_Color;uniform sampler2D u_Tex0;uniform sampler2D u_Tex1;void main(){ gl_FragColor = texture2D(u_Tex0, v_TexCoord) * u_Color; gl_FragColor += texture2D(u_Tex1, v_TexCoord2); if(gl_FragColor.a < 0.01) discard;}