// -*- mode: c -*- #ifdef GLSL120 attribute vec2 fragTexcoord0; attribute vec2 fragTexcoord1 attribute vec4 fragColor0; #else in vec2 fragTexcoord0; in vec2 fragTexcoord1; in vec4 fragColor0; #endif #ifdef GLSL330 out vec4 fragColor; #endif uniform bool textured0; uniform bool textured1; uniform bool vertexColored; uniform vec3 baseColorFactor; uniform sampler2D texture0; uniform sampler2D texture1; void main (void) { vec4 finalColor = vec4(baseColorFactor, 1.0); // Vertex coloring. if(vertexColored) { finalColor *= fragColor0; } // Texture sampling. if(textured0) { finalColor *= texture(texture0, fragTexcoord0); } if(textured1) { finalColor += texture(texture1, fragTexcoord1); } #ifdef GLSL330 fragColor = finalColor; #else gl_FragColor = finalColor; #endif }