precision highp float; uniform sampler2D Texture; varying vec2 texCoord; varying vec4 color; void main() { vec4 texColor = texture2D(Texture,texCoord).rgba; vec4 resultColor = color * texColor.rgba; float c = (resultColor.r * 0.3 + resultColor.g * 0.59 + resultColor.b * 0.11); gl_FragColor = vec4(c,c,c,resultColor.a); }