//@renderpasses 0,1,2 varying vec2 v_TexCoord0; varying vec4 v_Color; //@vertex attribute vec4 a_Position; attribute vec2 a_TexCoord0; attribute vec4 a_Color; uniform mat4 r_ModelViewProjectionMatrix; uniform vec4 m_ImageColor; void main(){ v_TexCoord0=a_TexCoord0; v_Color=m_ImageColor * a_Color; gl_Position=r_ModelViewProjectionMatrix * a_Position; } //@fragment uniform sampler2D m_ImageTexture0; void main(){ float alpha=texture2D( m_ImageTexture0,v_TexCoord0 ).r; #if MX2_RENDERPASS==0 gl_FragColor=vec4( alpha ) * v_Color; #else gl_FragColor=vec4( 0.0,0.0,0.0,alpha * v_Color.a ); #endif }