varying vec2 v_texCoord;
varying vec4 v_fragmentColor;
uniform sampler2D u_texture;

void main(void)
{
	vec4 color = texture2D( u_texture, v_texCoord);

  gl_FragColor = vec4(255.0/255.0, 43.0/255.0, 28.0/255.0, 1) * color.a * 2.0;
}