#version 330 core out vec4 fragmentColor; in vec2 textureCoord; uniform vec4 base_color; uniform sampler2D uni_texture; void main() { vec4 temp_color = texture(uni_texture, textureCoord); fragmentColor = temp_color * (1 - base_color.a) + base_color * base_color.a; //fragmentColor = vec4(1.0, 0.0, 0.0, 0.0); }