uniform sampler2D u_texture; varying vec2 v_tex; varying float v_fade_opacity; #pragma mapbox: define lowp float opacity void main() { #pragma mapbox: initialize lowp float opacity lowp float alpha = opacity * v_fade_opacity; gl_FragColor = texture2D(u_texture, v_tex) * alpha; #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif }