#version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec3 fragPosition; varying vec3 fragNormal; varying vec2 fragTexCoord; uniform sampler2D texture0; uniform float alpha; void main() { // Texel color fetching from texture sampler // NOTE: Implement here your fragment shader code vec4 tmp; tmp.rgb = texture2D(texture0, fragTexCoord).rgb; tmp.a = alpha; gl_FragColor = tmp; //gl_FragColor = vec4(fragColor.r, fragColor.g, fragColor.b, alpha); }