 flat varying vec4 vUvBounds;
 flat varying float vAmount;
 flat varying int vOp;
+flat varying mat4 vColorMat;
 
 #ifdef WR_VERTEX_SHADER
 void main(void) {

    vOp = ci.user_data0;
    vAmount = float(ci.user_data1) / 65535.0;

    gl_Position = uTransform * vec4(local_pos, ci.z, 1.0);
}
#endif

        case 8:
            oFragColor = Opacity(Cs, vAmount);
            break;
        default:
            oFragColor = vColorMat * Cs;
    }
}
#endif
