#ifdef USE_TEXTURE | |
uniform sampler2D m_Texture; | |
varying vec4 texCoord; | |
#endif | |
varying vec4 color; | |
void main(){ | |
if (color.a <= 0.01) | |
discard; | |
#ifdef USE_TEXTURE | |
#ifdef POINT_SPRITE | |
vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy); | |
#else | |
vec2 uv = texCoord.xy; | |
#endif | |
gl_FragColor = texture2D(m_Texture, uv) * color; | |
#else | |
gl_FragColor = color; | |
#endif | |
} |