uniform float u_Depth;uniform mat4 u_Color;varying vec2 v_TexCoord;varying vec2 v_TexCoord2;varying vec2 v_TexCoord3;uniform sampler2D u_Tex0;uniform sampler2D u_Tex1;uniform float u_Time;void main(){ gl_FragColor = texture2D(u_Tex0, v_TexCoord); vec4 effectColor = texture2D(u_Tex1, v_TexCoord3); vec4 c = vec4(effectColor.rgb, gl_FragColor.a); gl_FragColor.rgb = mix(gl_FragColor.rgb, c.rgb, c.rgb); if(gl_FragColor.a < 0.01) discard;}