uniform sampler2D u_Tex0; varying vec2 v_TexCoord; varying float v_Time;
void main(){ vec4 c=texture2D(u_Tex0,v_TexCoord); float p=.65+.35*sin(v_Time*7.0); c.rgb+=vec3(1.0,.20,.02)*(.18*p)*c.a; if(c.a<.01)discard; gl_FragColor=c; }
