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; }