#version 300 es
precision mediump float;
precision highp int;

layout(std140) uniform fs_ub
{
    highp vec4 u_textColor;
} _15;

uniform mediump sampler2D u_tex0;

layout(location = 0) out highp vec4 FragColor;
in highp vec4 v_color;
in highp vec2 v_texCoord;

void main()
{
    FragColor = v_color * vec4(_15.u_textColor.xyz, _15.u_textColor.w * texture(u_tex0, v_texCoord).x);
}

