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1uniform vec4 m_Color;
2
3#if defined(HAS_GLOWMAP) || defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD))
4    #define NEED_TEXCOORD1
5#endif
6
7#ifdef HAS_COLORMAP
8    uniform sampler2D m_ColorMap;
9#endif
10
11#ifdef NEED_TEXCOORD1
12    varying vec2 texCoord1;
13#endif
14
15#ifdef HAS_LIGHTMAP
16    uniform sampler2D m_LightMap;
17    #ifdef SEPARATE_TEXCOORD
18        varying vec2 texCoord2;
19    #endif
20#endif
21
22#ifdef HAS_VERTEXCOLOR
23    varying vec4 vertColor;
24#endif
25
26void main(){
27    vec4 color = vec4(1.0);
28
29    #ifdef HAS_COLORMAP
30        color *= texture2D(m_ColorMap, texCoord1);
31    #endif
32
33    #ifdef HAS_VERTEXCOLOR
34        color *= vertColor;
35    #endif
36
37    #ifdef HAS_COLOR
38        color *= m_Color;
39    #endif
40
41    #ifdef HAS_LIGHTMAP
42        #ifdef SEPARATE_TEXCOORD
43            color.rgb *= texture2D(m_LightMap, texCoord2).rgb;
44        #else
45            color.rgb *= texture2D(m_LightMap, texCoord1).rgb;
46        #endif
47    #endif
48
49    gl_FragColor = color;
50}