#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 vTextureCoord;
uniform samplerExternalOES sTexture;
uniform float fAlpha;
void main() {
    vec3 nColor = texture2D(sTexture, vTextureCoord).rgb;
    gl_FragColor = vec4(nColor.r, nColor.g, nColor.b, fAlpha);
}
