     #ifdef TANGRAM_MULTI_SAMPLER
     }
     else { // label sampler
+        is_label = true;
         color = texture2D(u_label_texture, v_texcoord);
         color.rgb /= max(color.a, 0.001); // un-multiply canvas texture
     }

    vec4 color = v_color;

    #ifdef TANGRAM_MULTI_SAMPLER
    if (v_sampler == 0.) { // sprite sampler
    #endif
        #ifdef TANGRAM_TEXTURE_POINT

        }
    #endif

    #ifdef TANGRAM_MULTI_SAMPLER
    // Don't apply shader blocks to text attached to point (N.B.: for compatibility with ES)
    if (!is_label) {
    #endif
        #pragma tangram: color
        #pragma tangram: filter
    #ifdef TANGRAM_MULTI_SAMPLER
    }
    #endif

    color.a *= v_alpha_factor;

    gl_FragColor = color;
}
