attribute vec2 aVertexPosition; attribute vec4 aColor; uniform mat3 translationMatrix; uniform mat3 projectionMatrix; uniform float alpha; uniform vec3 tint; varying vec4 vColor; void main(void){ gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0); vColor = aColor * vec4(tint * alpha, alpha); }