precision highp float; varying vec2 v_texcoord; uniform sampler2D tex; void main() { vec4 pixColor = texture2D(tex, v_texcoord); // Apply night-shift effect by reducing blue and enhancing red/orange // red pixColor[0] *= 1.1; // green pixColor[1] *= 0.9; // blue pixColor[2] *= 0.7; gl_FragColor = pixColor; }