#version 300 es precision mediump float; precision mediump sampler2DArray; // (x offset, y offset, zoom) uniform vec3 transform; // (window width, window height, z value) uniform vec3 window; // textures grid uniform sampler2DArray textures; in vec4 fs_color; in vec3 fs_texture_coord; out vec4 out_color; void main() { vec4 x = fs_color * texture(textures, fs_texture_coord); out_color = vec4(x.a * x.r, x.a * x.g, x.a * x.b, x.a); }