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// -*- 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
}
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