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

layout(std140) uniform fs_ub
{
    highp vec4 u_color;
} _26;

uniform mediump sampler2D u_tex0;

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

void main()
{
    FragColor = (texture(u_tex0, v_texCoord) * v_color) * _26.u_color;
}

