#version 110 uniform vec4 solidColor; uniform float amount_val; uniform sampler2D myTexture; varying vec2 vTexCoord; void main(void) { vec4 textureColor = texture2D(myTexture, vTexCoord); gl_FragColor = vec4( textureColor.r+((solidColor.r-textureColor.r)*amount_val), textureColor.g+((solidColor.g-textureColor.g)*amount_val), textureColor.b+((solidColor.b-textureColor.b)*amount_val), textureColor.a ); }