#ifdef GL_ES precision mediump float; #endif // Passed in from the vertex shader. varying vec2 v_texCoord; uniform float u_step_interval; uniform float u_time; uniform vec3 u_color; uniform vec3 u_color_next; // The texture. uniform sampler2D u_texture; void main() { float alpha = texture2D(u_texture, v_texCoord).a; vec3 color = mix(u_color, u_color_next, u_time); gl_FragColor = vec4(color, alpha); }