// 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; void main() { vec4 color = v_color * u_TintColor * texture2D(u_MainTex, v_texcoord0); gl_FragColor = vec4(color.rgb * color.a, 1.0); }