1#ifdef USE_TEXTURE 2uniform sampler2D m_Texture; 3varying vec4 texCoord; 4#endif 5 6varying vec4 color; 7 8void main(){ 9 if (color.a <= 0.01) 10 discard; 11 12 #ifdef USE_TEXTURE 13 #ifdef POINT_SPRITE 14 vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy); 15 #else 16 vec2 uv = texCoord.xy; 17 #endif 18 gl_FragColor = texture2D(m_Texture, uv) * color; 19 #else 20 gl_FragColor = color; 21 #endif 22}