#ifdef GL_ES precision mediump float; #endif uniform sampler2D tex0; uniform vec4 tint; uniform bool tintAdd; uniform bool enableTexture; varying vec2 tex; void main() { if(enableTexture){ if (tintAdd){ vec4 tint_ = vec4(tint.xyz, 0.0); gl_FragColor = clamp(texture2D(tex0, tex) + tint_, 0.0, 1.1); }else{ gl_FragColor = texture2D(tex0, tex) * tint; } }else{ gl_FragColor = tint; } }