#version 300 es precision highp float; // highp: exact UV into the 2048 sprite atlas (mediump fp16 rounds on mobile/WASM) in vec2 vTexCoord; in vec4 vColor; uniform mediump sampler2D u_tex; out vec4 fragColor; void main() { vec4 texel = texture(u_tex, vTexCoord); fragColor = texel * vColor; }