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}