- gl_FragColor = texture2D( sTexture, vTexCoord );
-}
-);
-
-const char* VERTEX_SHADER_SHADOW = MAKE_SHADER(
-attribute mediump vec2 aPosition;
-attribute mediump vec2 aTexCoord;
-uniform mediump vec3 uSize;
-varying mediump vec2 vTexCoord;
-
-void main()
-{
- mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
- position.xyz *= uSize;
- gl_Position = position;
- vTexCoord = aTexCoord;
+ mediump vec4 color = texture2D( sTexture, vTexCoord );
+ gl_FragColor = vec4( vColor.rgb * uColor.rgb, vColor.a * uColor.a * color.r );