varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float u_fAlphaThreshold; void main() { gl_FragColor = texture2D(gm_BaseTexture, v_vTexcoord); if (gl_FragColor.a < u_fAlphaThreshold) discard; gl_FragColor = vec4(0.5, 0.5, 1.0, 1.0); }