$input v_texcoord0 #include #include uniform vec4 f_opacity; SAMPLER2D(s_texColor, 0); void main() { vec2 uv = vec2(v_texcoord0.x, 1.0f - v_texcoord0.y); vec4 tx = texture2D(s_texColor, uv); gl_FragColor = vec4(tx.rgb, f_opacity.x * tx.a); }