#version 100

// GLES port of engine/shaders/color.frag - identical logic, just needs an
// explicit precision declaration (required in GLES fragment shaders, not
// valid in desktop GLSL).
precision mediump float;

varying vec4 Color;
varying float Light;

void main() {
    gl_FragColor = vec4(Color.r * Light, Color.g * Light, Color.b * Light, Color.a);
}
