precision highp float; precision mediump float; uniform sampler2D u_sam_tex; uniform vec4 u_v4_param; uniform float u_flt_inv_alpha; varying float v_flt_txcy; void main() { vec2 txc = vec2(0,v_flt_txcy); txc.x = u_v4_param.x*y*y*y+u_v4_param.y*y*y+u_v4_param.z*y+u_v4_param.w; gl_FragColor = texture2D(u_sam_tex, txc); gl_FragColor.a *= 1.0-u_flt_inv_alpha; }