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varying vec2 v_maskTexCoord;
#ifdef ENABLE_VTF
varying lowp vec4 v_color;
#else
varying vec2 v_colorTexCoord;
uniform sampler2D u_colorTex;
#endif
uniform sampler2D u_maskTex;
uniform float u_opacity;
uniform vec2 u_contrastGamma;
void main (void)
{
#ifdef ENABLE_VTF
lowp vec4 glyphColor = v_color;
#else
lowp vec4 glyphColor = texture2D(u_colorTex, v_colorTexCoord);
#endif
float alpha = texture2D(u_maskTex, v_maskTexCoord).a;
glyphColor.a *= u_opacity * alpha;
gl_FragColor = glyphColor;
}
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