#version 300 es precision highp float; precision highp sampler2DArray; in vec4 v_texCoord; out vec4 outColor; uniform sampler2DArray u_sampler; void main() { vec4 texColor = texture(u_sampler, v_texCoord.xyz); float alpha = texColor.a * v_texCoord.a; // todo: 透明像素应该如何解决?? if (alpha < 0.1) discard; outColor = vec4(texColor.rgb, alpha); }