#ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D u_texture; uniform vec4 u_color; varying vec4 v_color; varying vec2 v_texCoord; void main() { vec4 c = texture2D(u_texture, v_texCoord.xy); c = mix(c, vec4(v_color.r, v_color.g, v_color.b, c.a), v_color.a); gl_FragColor = c * vec4(v_color.rgb, 1.0); }