#ifdef GL_ES precision mediump float; varying vec2 vTexCoord; vec4 fragColor; #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) * fade; gl_FragColor = vec4(color.rgb * color.a, color.a) * fade; #else vec4 color = texture(colorTex, vTexCoord.st); fragColor = vec4(color.rgb * color.a, color.a) * fade; #endif }