uniform sampler2D sampler2d; varying float v_Dot; varying vec2 v_texCoord; void main() { vec2 texCoord = vec2(v_texCoord.s, 1.0 - v_texCoord.t); vec4 color = texture2D(sampler2d, texCoord); color += vec4(0.1, 0.1, 0.1, 1); gl_FragColor = vec4(color.xyz * v_Dot, color.a); }