32 lines
706 B
GLSL
32 lines
706 B
GLSL
#ifdef GL_ES
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precision highp float;
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#else
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#define highp
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#define mediump
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#define lowp
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#endif
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uniform mediump sampler2D diffuseTex;
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#ifdef SUPPORTED_GL_OES_30
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varying mediump vec4 v_colorMul;
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varying mediump vec4 v_colorAdd;
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#define u_colorMul v_colorMul
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#define u_colorAdd v_colorAdd
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#else
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uniform mediump vec4 u_colorMul;
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uniform mediump vec4 u_colorAdd;
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#endif
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varying highp vec3 v_uvw;
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void main (void)
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{
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highp vec2 uv = v_uvw.xy / v_uvw.z;
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mediump vec4 diffuseSample = texture2D(diffuseTex, uv);
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mediump vec4 diffuseColor = vec4(diffuseSample.rgb * u_colorMul.rgb * u_colorMul.a, diffuseSample.a * u_colorMul.a);
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diffuseColor += u_colorAdd * diffuseColor.a;
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gl_FragColor = diffuseColor;
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}
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