#ifdef GL_ES #ifdef SUPPORTED_GL_EXT_shadow_samplers #extension GL_EXT_shadow_samplers : require #endif precision highp float; #else #define highp #define mediump #define lowp #endif varying mediump vec2 v_texCoordStencil; uniform mediump sampler2D stencilTex; #ifdef COLORIZE_COLOR uniform mediump vec4 u_colorize; #endif #ifdef EMISSION_COLOR uniform mediump vec4 u_emission; #endif #ifdef CLIP_PLANE varying mediump float v_clipDistance; #endif void main (void) { #ifdef CLIP_PLANE if(v_clipDistance < 0.0) { discard; } #endif mediump vec4 color = texture2D(stencilTex, v_texCoordStencil); #ifdef COLORIZE_COLOR color *= u_colorize; #endif #ifdef EMISSION_COLOR color.rgb = color.rgb + u_emission.rgb; #endif gl_FragColor = color; }