1uniform sampler2D u_DiffuseMap;
2
3uniform int       u_AlphaTest;
4
5varying vec2      var_DiffuseTex;
6
7varying vec4      var_Color;
8
9
10void main()
11{
12	vec4 color  = texture2D(u_DiffuseMap, var_DiffuseTex);
13
14	float alpha = color.a * var_Color.a;
15	if (u_AlphaTest == 1)
16	{
17		if (alpha == 0.0)
18			discard;
19	}
20	else if (u_AlphaTest == 2)
21	{
22		if (alpha >= 0.5)
23			discard;
24	}
25	else if (u_AlphaTest == 3)
26	{
27		if (alpha < 0.5)
28			discard;
29	}
30
31	gl_FragColor.rgb = color.rgb * var_Color.rgb;
32	gl_FragColor.a = alpha;
33}
34