#version 310 es precision mediump float; layout(location = COLOR0) in vec4 v_color; layout(location = TEXCOORD0) in vec2 v_texCoord; layout(binding = 0) uniform sampler2D u_tex0; layout(location = SV_Target0) out vec4 FragColor; void main() { #ifndef GLES2 float fontAlpha = texture(u_tex0, v_texCoord).x; #else float fontAlpha = texture(u_tex0, v_texCoord).w; #endif FragColor = vec4(v_color.rgb, v_color.a * fontAlpha); }