precision highp float; precision mediump float; uniform sampler2D u_sam_tex; uniform float u_flt_inv_alpha; varying vec2 v_v2_txc; varying float v_flt_alpha; void main() { gl_FragColor = texture2D(u_sam_tex, v_v2_txc); gl_FragColor.a *= v_flt_alpha; gl_FragColor.a *= 1.0-u_flt_inv_alpha; }