precision highp float; precision mediump float; uniform sampler2D u_sam_tex; uniform vec3 u_v3_clr; uniform float u_flt_inv_alpha; varying vec2 v_v2_txc; #define offset (1.0/512) void main() { float alpha = texture2D(u_sam_tex, v_v2_txc).a; gl_FragColor = vec4(u_v3_clr.r, u_v3_clr.g, u_v3_clr.b, (1.0-u_flt_inv_alpha)*alpha); }