#version 140 in highp vec4 var_position; in mediump vec2 var_texcoord0; out vec4 out_fragColor; uniform mediump sampler2D tex0; uniform fs_uniforms { mediump vec4 tint; }; void main() { // Pre-multiply alpha since all runtime textures already are vec4 tint_pm = vec4(tint.xyz * tint.w, tint.w); vec4 color = texture(tex0, var_texcoord0) * tint_pm; out_fragColor = vec4(color.rgb, 1.0); }