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