$input v_color0, v_texcoord0 #include "../../common/common.sh" SAMPLERCUBE(u_texColor, 0); uniform float u_inverse_gamma; void main() { vec4 color = textureCube(u_texColor, v_texcoord0.xyz); int index = int(v_texcoord0.w*4.0 + 0.5); float a = color.bgra[index]; //a = pow(a, u_inverse_gamma); //I'll deal with gamma later gl_FragColor = vec4(v_color0.rgb, v_color0.a * a); }