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

varying vec4 vColor;
varying vec2 vTexCoord;

void main()
{
        vec4 result = texture2D(uDiffuse, vTexCoord.xy) * uColor * vColor;
        result.a *= uAlpha;
        result.r = vTexCoord.x;
        result.g = vTexCoord.y;
        result.b = 0.0f;        
        gl_FragColor = result;
}