#version 300 es
precision mediump float;
precision highp int;

layout(std140) uniform fs_ub
{
    highp float u_alpha_value;
} _27;

uniform mediump sampler2D u_tex0;

in highp vec2 v_texCoord;
layout(location = 0) out highp vec4 FragColor;
in highp vec4 v_color;

void main()
{
    highp vec4 texColor = texture(u_tex0, v_texCoord);
    if (texColor.w <= _27.u_alpha_value)
    {
        discard;
    }
    FragColor = texColor * v_color;
}

