#version {VERSION} #ifdef GL_ES precision mediump float; #endif uniform float Blend; uniform vec3 Color; uniform sampler2D WorldTexture; out vec4 fragColor; void main() { vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0)); fragColor = vec4(Color, c.a) * Blend + c * (1.0 - Blend); }