#version 410 core
in vec2 vUV;
uniform sampler2D uTex;
uniform vec4 uTint;   // rgb multiply, a = overall opacity
out vec4 FragColor;
void main() {
    vec4 t = texture(uTex, vUV);
    FragColor = vec4(t.rgb * uTint.rgb, t.a * uTint.a);
}
