precision mediump int; precision mediump float; precision lowp sampler2D; precision lowp samplerCube; #ifdef GLES #if __VERSION__ >290 in mediump vec2 uv; #else varying mediump vec2 uv; #endif #else #if __VERSION__ > 320 in vec2 uv; #else varying vec2 uv; #endif #endif //layout(binding = 0)uniform sampler2D tex; uniform sampler2D tex; //layout(location = 0) out vec4 outColor; void main() { #ifdef GLES #if __VERSION__ >290 gl_FragColor = texture(tex,uv); #else gl_FragColor = texture2D(tex,uv); #endif #else #if __VERSION__ > 320 gl_FragColor = texture(tex,uv); #else gl_FragColor = texture2D(tex,uv); #endif #endif if(gl_FragColor.a < 0.01)discard; }