// Copyright 2018 Google Inc. precision mediump float; varying vec4 v_color; varying vec2 v_texcoord0; uniform sampler2D u_MainTex; uniform vec4 u_TintColor; uniform float u_EmissionGain; uniform float u_BaseGain; void main() { vec4 tex = texture2D(u_MainTex, v_texcoord0); vec4 c = v_color * u_TintColor * u_BaseGain * tex; c.rgb += c.rgb * c.a * u_EmissionGain; gl_FragColor.rgb = c.rgb; gl_FragColor.a = 1.0; }