varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float alp; // 0 = 原样, 1 = 完全白 void main() { vec4 base = texture2D(gm_BaseTexture, v_vTexcoord); vec4 white = vec4(1.0, 1.0, 1.0, base.a); gl_FragColor = mix(base, white, alp) * v_vColour; }