varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float f_alpha; void main() { vec4 texColor = texture2D(gm_BaseTexture, v_vTexcoord); vec3 white = vec3(1.0, 1.0, 1.0); gl_FragColor = vec4(mix(texColor.rgb, white, f_alpha), texColor.a); }