varying vec2 texcoordOut;
uniform sampler2D textureSampler;
uniform vec4 textureColour;

void main() {
    float alpha = texture2D(textureSampler, texcoordOut).a;
    gl_FragColor = vec4(textureColour.r, textureColour.g, textureColour.b, alpha * textureColour.a);
}
