export default /*glsl*/` uniform sampler2D uSampler; uniform vec2 iResolution; uniform float uGlobalAlpha; in vec2 v_TexCoord; out vec4 fragColor; void main() { fragColor = texture(uSampler, v_TexCoord); if (fragColor.a > 0.99) { fragColor.a = uGlobalAlpha; } } `