#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! precision highp float; precision highp sampler2D; uniform sampler2D uTexture; uniform vec4 uColor; in vec2 vTexCoord; out vec4 oFragColor; void main(){ float alpha = texture(uTexture, vTexCoord). r * uColor . a; oFragColor = alpha * vec4(uColor . rgb, 1.0); }