#ifdef GL_ES precision mediump int; precision highp float; #endif #define USE_OGRE_FROM_FUTURE #include SAMPLER2D(diffuseMap, 0); OGRE_UNIFORMS( uniform float opacity; ) MAIN_PARAMETERS IN(vec2 oUv0, TEXCOORD0) MAIN_DECLARATION { vec4 diffuseTex = texture2D(diffuseMap, oUv0); diffuseTex.w *= opacity; gl_FragColor = diffuseTex; }