#ifdef GL_ES precision mediump float; varying vec2 vTexCoord; #else in vec2 vTexCoord; out vec4 fragColor; #endif uniform sampler2D colorTex; uniform float fade; void main() { #ifdef GL_ES gl_FragColor = texture2D(colorTex, vTexCoord.st) * fade; #else fragColor = texture(colorTex, vTexCoord.st) * fade;; #endif }