uniform sampler2D fireAlpha; // the texture with the scene you want to blur //varying vec2 vTexCoord; //precision mediump float; //uniform sampler2D tex; //varying float vAlpha; in vec2 gl_PointCoord; void main () { vec4 texColor = texture2D(fireAlpha, gl_PointCoord); gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a); }