#ifdef GL_ES precision mediump float; precision mediump int; #endif #define steprad 0.13 uniform sampler2D u_texture; uniform vec4 u_ambient; varying vec4 v_color; varying vec2 v_texCoord; float stepped(float inp){ return inp; } void main(){ vec4 color = texture2D(u_texture, v_texCoord.xy); float rounded = stepped(color.a); gl_FragColor = clamp(vec4(mix(u_ambient.rgb, color.rgb, rounded), u_ambient.a - rounded), 0.0, 1.0); }