If I use:
void main() {
gl_FragColor = texture2D ( sampler, uvVarying ) * colorVarying;
}
with colorVarying
being (1, 0, 0, 0) in a simple fragment shader, the texture is turned red as I expected.
But I would like to add more red, instead of multiplying with red. But if I sum the texture2D with colorVarying my fragment changes to completely white.
Any ideas why? And how can I accomplish summing colors?