#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); }