precision mediump float; varying vec2 vTextureCoord; //接收从顶点着色器过来的参数 uniform sampler2D sTexture;//纹理内容数据 void main() { vec4 bcolor = texture2D(sTexture, vTextureCoord);//给此片元从纹理中采样出颜色值 if(bcolor.a<0.6) { discard; } else { gl_FragColor=bcolor; }}