#version 100 precision mediump int; precision mediump float; uniform sampler2D diffuseMap; varying vec4 oUv0; varying vec4 oColour; /// grass_vp ambient void main() { vec4 texColor = texture2D(diffuseMap, oUv0.xy); // Do manual alpha rejection because it is not built into OpenGL ES 2 if (texColor.a < 0.588) { discard; } gl_FragColor = vec4(oColour.rgb, texColor.a); }