float; in vec2 v_texCoord; layout(location = 0) out vec4 outColor; uniform sampler2D s_texture; uniform vec3 rgb; uniform float alpha; void main() { // change color order since bitmap is BGR float filtering = 1.0 - alpha; vec4 texture = texture(s_texture , v_texCoord); float r = (texture.b * alpha) + (rgb.r * filtering) ; float g = (texture.g * alpha) + (rgb.g * filtering) ; float b = (texture.r * alpha) + (rgb.b * filtering) ; // change color order since bitmap is BGR outColor = vec4(r, g, b, 1.0f); }