| #version 100 | |
| precision mediump float; | |
| uniform highp sampler2D uTextureSampler_0_Stage0; | |
| varying highp vec2 vTextureCoords_Stage0; | |
| varying mediump vec4 vinColor_Stage0; | |
| void main() { | |
| vec4 outputColor_Stage0; | |
| vec4 outputCoverage_Stage0; | |
| { | |
| outputColor_Stage0 = vinColor_Stage0; | |
| outputCoverage_Stage0 = texture2D(uTextureSampler_0_Stage0, vTextureCoords_Stage0).wwww; | |
| } | |
| { | |
| gl_FragColor = outputColor_Stage0 * outputCoverage_Stage0; | |
| } | |
| } |