[[vertex]] uniform mat4 mvp; in vec2 pos; in vec2 uvs; out vec2 uv; void main() { uv = uvs; gl_Position = mvp * vec4(pos, 0.0, 1.0); } [[fragment]] uniform mediump sampler2D tex; uniform mediump vec4 col; in mediump vec2 uv; out mediump vec4 frag; void main() { mediump float a = texture(tex, uv).r; frag = vec4(col.rgb, a); }