#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 vec4 color = texture2D(colorTex, vTexCoord.st); gl_FragColor = vec4((color.rgb + fade) * color.a, color.a); #else vec4 color = texture(colorTex, vTexCoord.st); fragColor = vec4((color.rgb + fade) * color.a, color.a); #endif }