pixijs shader 设置透明度的方法



precision mediump float;

varying vec2 vTextureCoord;
varying vec4 vColor;

uniform sampler2D uSampler;
uniform sampler2D noise;
uniform float customUniform;

void main(void)
{
vec2 r = vTextureCoord;

vec4 tex = texture2D(uSampler,r);
vec4 tex1 = texture2D(noise,r);
float opcity=1.0;
if(tex1.r==1.0 && tex1.g==1.0 && tex1.b==1.0){
tex *= 0.0;
}
// vec4 fg = texture2D(uSampler, vTextureCoord);
// fg.a = .0; // Why are elements still displayed
gl_FragColor = tex;
// gl_FragColor = vec4(1.0,0.3,0.3,0.0);
}