uniform sampler2D texture_data; uniform float transparency; void main() { float opacity = 1.0 - clamp(transparency, 0.0, 1.0); vec2 tcfull = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y); vec4 texel = texture(texture_data, tcfull); texel.a *= opacity; frag_color = texel; }