uniform float u_opacity; #ifdef ENABLE_VTF varying lowp vec4 v_color; #else uniform sampler2D u_colorTex; varying vec2 v_colorTexCoords; #endif uniform sampler2D u_maskTex; varying vec2 v_maskTexCoords; void main() { #ifdef ENABLE_VTF lowp vec4 color = v_color; #else lowp vec4 color = texture2D(u_colorTex, v_colorTexCoords); #endif color *= texture2D(u_maskTex, v_maskTexCoords); color.a *= u_opacity; gl_FragColor = color; }