uniform mat4 u_Color; varying vec2 v_TexCoord; varying vec2 v_TexCoord2; varying vec2 v_TexCoord3; varying vec2 v_Position; uniform sampler2D u_Tex0; uniform float u_Time; uniform vec2 u_Resolution; void main() { vec4 texcolor = texture2D(u_Tex0, v_TexCoord2); vec4 baseColor = texture2D(u_Tex0, v_TexCoord); float alpha = 1.0 - min(1.0, length(v_TexCoord - 0.5) * 2.0); alpha *= smoothstep(0.0, 0.3, texcolor.r); alpha *= smoothstep(0.0, 0.3, texcolor.g); alpha *= smoothstep(0.0, 0.3, texcolor.b); gl_FragColor = mix(baseColor, vec4(1.0, 1.0, 1.0, alpha), 0.7); }