uniform mat4 u_Color;varying vec2 v_TexCoord;varying vec2 v_TexCoord2;varying vec2 v_TexCoord3;uniform sampler2D u_Tex0;uniform sampler2D u_Tex1;void main(){ gl_FragColor = texture2D(u_Tex0, v_TexCoord); vec4 texcolor = texture2D(u_Tex0, v_TexCoord2); vec4 effectColor = texture2D(u_Tex1, v_TexCoord3); if(texcolor.a > 0.9) { gl_FragColor *= effectColor; } if(gl_FragColor.a < 0.01) discard;}