/*
#version 100

#ifdef GL_ES
precision mediump float;
#endif

uniform sampler2D tex;
varying vec2 texCoord;
varying vec4 color;

void kore() {
	vec4 texcolor = texture2D(tex, texCoord) * color;
	texcolor.rgb *= color.a;
	gl_FragColor = texcolor;
}
*/

/*void main(float2 in  v_TexCoord : TEXCOORD0, float4 out Color : COLOR, uniform sampler2D Texture0 : TEXUNIT0) {
	Color = tex2D(Texture0, v_TexCoord);
}*/

void main(float2 in texCoord : TEXCOORD0, float4 in color : TEXCOORD1, float4 out gl_FragColor : COLOR, uniform sampler2D tex : TEXUNIT0) {
	float4 texcolor = tex2D(tex, texCoord) * color;
	//texcolor.rgb *= color.a;
	gl_FragColor = texcolor;
	//gl_FragColor = float4(1.0, 0.0, 0.0, 1.0);
}