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      1 #ifdef USE_TEXTURE
      2 uniform sampler2D m_Texture;
      3 varying vec4 texCoord;
      4 #endif
      5 
      6 varying vec4 color;
      7 
      8 void main(){
      9     if (color.a <= 0.01)
     10         discard;
     11 
     12     #ifdef USE_TEXTURE
     13         #ifdef POINT_SPRITE
     14             vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy);
     15         #else
     16             vec2 uv = texCoord.xy;
     17         #endif
     18         gl_FragColor = texture2D(m_Texture, uv) * color;
     19     #else
     20         gl_FragColor = color;
     21     #endif
     22 }