/** * @file customalphaF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ uniform sampler2D diffuseMap; uniform float custom_alpha; void main() { vec4 color = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); color.a *= custom_alpha; gl_FragColor = color; }