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