#ifdef GL_ES
precision highp float;
#endif

uniform sampler2D u_Texture;

varying vec2 v_TexCoord;

uniform float u_Alpha;

void main(void) {
  vec4 textureColor = texture2D(u_Texture, v_TexCoord);
  gl_FragColor = vec4(textureColor.rgb, textureColor.a * u_Alpha);
}
