varying highp vec2 vTexCoord; uniform sampler2D sTexture; uniform lowp vec4 uColor; uniform lowp vec3 mixColor; void main() { if ( vTexCoord.y > 1.0 ) discard; mediump vec4 textTexture = texture2D( sTexture, vTexCoord ); gl_FragColor = textTexture * uColor * vec4( mixColor, 1.0 ); }