We have no use for a v_color varying. We can use the uniform directly from the fragment shader without getting the vertex shader involved.
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@ -1,7 +1,8 @@
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precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform vec4 color;
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void main() {
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gl_FragColor = v_color;
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gl_FragColor = color;
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}
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@ -1,12 +1,9 @@
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uniform mat3 proj;
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uniform vec4 color;
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attribute vec2 pos;
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attribute vec2 texcoord;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_color = color;
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v_texcoord = texcoord;
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}
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