1 varying highp vec2 vTexCoord;
2 uniform sampler2D sTexture;
3 uniform lowp vec4 uColor;
4 uniform lowp vec3 mixColor;
8 if ( vTexCoord.y > 1.0 )
11 mediump vec4 textTexture = texture2D( sTexture, vTexCoord );
13 gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 );