#version 330 core layout(location = 0) out vec4 color; in vec2 v_TexCoord; uniform vec4 u_Color; uniform sampler2D u_Texture; void main() { vec4 t = texture(u_Texture, v_TexCoord); t.rgb *= (1.0-u_Color.a); t.rgb += u_Color.rgb * u_Color.a; color = t; }