/* ----------------------------------------------------------------------------
 * texture draw effection shader of point
 * ---------------------------------------------------------------------------- */
precision highp float;

uniform vec4 globalColor;
uniform sampler2D noiseTexture;
uniform sampler2D pointTexture;
uniform float sound[16];
varying vec4 vColor;
varying vec2 vTexCoord;
void main(){
    float tmp = sound[0];
    vec4 n = texture2D(noiseTexture, vTexCoord);
    vec4 p = texture2D(pointTexture, gl_PointCoord.st);
    // gl_FragColor = vec4(vec3(b.r), min(n.r + 0.1, 1.0)) * p;
    gl_FragColor = p * vColor * globalColor;
}
