1 INPUT mediump vec2 vTexCoord;
3 uniform sampler2D sTexture;
4 uniform mediump vec4 uAtlasRect;
5 uniform lowp vec4 uColor;
6 uniform lowp vec3 mixColor;
7 uniform lowp float preMultipliedAlpha;
11 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );
12 OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );