varying vec2 textureCoords; uniform float opacity; uniform vec4 color; uniform float ticks; uniform sampler2D texture; void main() { gl_FragColor = texture2D(texture, textureCoords) * color * opacity; } /* varying vec2 textureCoords; uniform vec4 color; uniform float ticks; uniform sampler2D texture; void main() { int num = 4; vec4 sum = vec4(0); int i, j; for(i=-num/2;i