precision mediump float; uniform sampler2D texture; uniform float alpha; uniform vec2 texAtlasSize; uniform float texAtlasIndex; varying vec2 pass_TexCoords; vec2 getTexCoordsInAtlas(in float atlasIndex); void main() { vec2 texAtlasCoords = getTexCoordsInAtlas(texAtlasIndex); gl_FragColor = texture2D(texture, texAtlasCoords); gl_FragColor.a = min(gl_FragColor.a, alpha); } vec2 getTexCoordsInAtlas(in float atlasIndex){ vec2 texAtlasCoords = vec2(0.0, 0.0); texAtlasCoords.x = mod(pass_TexCoords.x, 1.0) / texAtlasSize.x; texAtlasCoords.x += mod(atlasIndex, texAtlasSize.x) / texAtlasSize.x; texAtlasCoords.y = mod(pass_TexCoords.y, 1.0) / texAtlasSize.y; texAtlasCoords.y += floor(atlasIndex / texAtlasSize.y) / texAtlasSize.y; return texAtlasCoords; }