INPUT mediump vec2 vTexCoord; uniform sampler2D sTexture; uniform mediump vec4 uAtlasRect; uniform lowp vec4 uColor; uniform lowp vec3 mixColor; uniform lowp float preMultipliedAlpha; void main() { mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw ); OUT_COLOR = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 ); }