#version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; void main() { // Fetch color from texture sampler vec4 texelColor = texture(texture0, fragTexCoord); // Calculate final fragment color gl_FragColor = texelColor*colDiffuse*fragColor; }