uniform sampler2D texture; uniform sampler2D colortable; uniform sampler2D opacitytable; varying highp vec2 fTex; varying lowp vec4 fColor; varying lowp float tt; void main() { gl_FragColor = (texture2D(texture, fTex).w) * fColor * texture2D(colortable, vec2(tt, 0.5)) *( texture2D(opacitytable, vec2(tt, 0.5)).w); }