#ifdef GL_ES // Set default precision to medium precision mediump int; precision mediump float; #endif uniform sampler2D texture; uniform bool b_transparent; varying vec2 v_texcoord; void main() { // Set fragment color from texture vec4 finalColor = vec4(texture2D(texture, v_texcoord)); if(!b_transparent) { finalColor.a = 1.0f; } gl_FragColor = finalColor; }