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#ifdef GL_ES
precision mediump float;
#endif

uniform sampler2D uDiffuse;
uniform float uAlpha;
uniform vec4 uColor;
uniform vec4 uFogColor;

varying vec4 vColor;
varying vec2 vTexCoord;

void main()
{
        vec4 result = texture2D(uDiffuse, vTexCoord.xy) * uColor * vColor;
        result.rgb = result.rgb * (1.0-uFogColor.a) + uFogColor.rgb * uFogColor.a;
        result.w *= uAlpha;
        gl_FragColor = result;
}