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