 uniform sampler2D m_ColorMap;
 
 varying vec2 texCoord1;
+varying vec2 texCoord2;
+varying vec2 alphaTexCoord;
 
 varying vec4 vertColor;
 

uniform bool m_EffectPulse;
uniform bool m_EffectPulseColor;
uniform bool m_EffectSaturate;
uniform float m_EffectStep;
uniform float m_GlobalAlpha;


	vec4 color = vec4(1.0);
	
	#ifdef HAS_COLORMAP
		if (m_EffectImageSwap) {
			color *= texture2D(m_ColorMap, texCoord2);
		} else {
			color *= texture2D(m_ColorMap, texCoord1);
		}
		
		if (m_UseEffect) {
			if (m_EffectPulse) {
				color = mix(color, texture2D(m_EffectMap, texCoord2), m_EffectStep);
			} else if (m_EffectFade) {
				color.a *= m_EffectStep;
			} else if (m_EffectPulseColor) {
