precision mediump float; /* Uniforms */ uniform int uTextureUsage; uniform sampler2D uTextureUnit; /* Varyings */ varying vec2 vTextureCoord; varying vec4 vVertexColor; void main() { vec4 Color = vVertexColor; if (bool(uTextureUsage)) Color *= texture2D(uTextureUnit, vTextureCoord); gl_FragColor = Color; }