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}