#if defined(NEED_TEXCOORD1) | |
varying vec2 texCoord1; | |
#else | |
varying vec2 texCoord; | |
#endif | |
#ifdef HAS_GLOWMAP | |
uniform sampler2D m_GlowMap; | |
#endif | |
#ifdef HAS_GLOWCOLOR | |
uniform vec4 m_GlowColor; | |
#endif | |
void main(){ | |
#ifdef HAS_GLOWMAP | |
#if defined(NEED_TEXCOORD1) | |
gl_FragColor = texture2D(m_GlowMap, texCoord1); | |
#else | |
gl_FragColor = texture2D(m_GlowMap, texCoord); | |
#endif | |
#else | |
#ifdef HAS_GLOWCOLOR | |
gl_FragColor = m_GlowColor; | |
#else | |
gl_FragColor = vec4(0.0); | |
#endif | |
#endif | |
} |