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