#ifdef GLES precision mediump int; precision mediump float; precision lowp sampler2D; precision lowp samplerCube #define TEX(x,y) texture2D(x,y) #if __VERSION__ >290 #define M_IN in mediump #define L_IN in lowp #else #define M_IN varying mediump #define L_IN varying lowp #endif #else #if __VERSION__ > 320 #define TEX(x,y) texture(x,y) #define M_IN in #define L_IN in #else #define TEX(x,y) texture2D(x,y) #define M_IN varying #define L_IN varying #endif #endif M_IN vec2 uv; M_IN vec4 color; /* #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() { gl_FragColor = TEX(tex,uv) * color; if(gl_FragColor.a < 0.01)discard; }