export default /*glsl*/` uniform sampler2D uSampler; uniform mat4 uTexTransform; uniform vec2 iResolution; uniform float uGlobalAlpha; out vec4 fragColor; void main() { vec2 pos = (uTexTransform * vec4(gl_PointCoord, 0.0, 1.0)).xy; fragColor = texture(uSampler, pos); if (fragColor.a > 0.001) fragColor.a = uGlobalAlpha; } `