//varying lowp vec4 DestinationColor;
varying vec2 TexCoordOut; // New
uniform sampler2D Texture; // New

uniform float Alpha;



void main(void) {
    //gl_FragColor = DestinationColor * texture2D(Texture, TexCoordOut);
    
   
    gl_FragColor =  vec4(0.0,0.0,0.0, texture2D(Texture, TexCoordOut).a*0.25*Alpha);
}

