1 precision mediump float; 2 varying vec3 v_color; 3 varying vec2 v_texCoord; 4 uniform sampler2D s_texture; 5 void main() 6 { 7 gl_FragColor = texture2D( s_texture, vec2(v_texCoord.x,1.0 - v_texCoord.y) ) + vec4(v_color.x,v_color.y,v_color.z,1); 8 }