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15 lines
364 B
GLSL

precision highp float;
varying vec2 texCoords;
uniform sampler2D textureSampler;
uniform vec3 drawColor;
uniform vec3 backgroundColor;
void main() {
vec4 textureColor = texture2D(textureSampler, texCoords);
float alphaValue = textureColor.a;
vec3 resultColor = mix(backgroundColor, drawColor, alphaValue * 255.0);
gl_FragColor = vec4(resultColor, 1);
}