precision highp float; uniform sampler2D yourTexture; varying vec2 texCoord; void main(void) { vec4 color = texture2D(yourTexture, vec2(texCoord.x, 1.0 - texCoord.y)); //gl_FragColor = vec4(color.b, color.g, color.r, color.a); gl_FragColor = vec4(1.0, 0.0, 0.0, 0.2); }