uniform vec4 m_Color; | |
#if defined(HAS_GLOWMAP) || defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD)) | |
#define NEED_TEXCOORD1 | |
#endif | |
#ifdef HAS_COLORMAP | |
uniform sampler2D m_ColorMap; | |
#endif | |
#ifdef NEED_TEXCOORD1 | |
varying vec2 texCoord1; | |
#endif | |
#ifdef HAS_LIGHTMAP | |
uniform sampler2D m_LightMap; | |
#ifdef SEPARATE_TEXCOORD | |
varying vec2 texCoord2; | |
#endif | |
#endif | |
#ifdef HAS_VERTEXCOLOR | |
varying vec4 vertColor; | |
#endif | |
void main(){ | |
vec4 color = vec4(1.0); | |
#ifdef HAS_COLORMAP | |
color *= texture2D(m_ColorMap, texCoord1); | |
#endif | |
#ifdef HAS_VERTEXCOLOR | |
color *= vertColor; | |
#endif | |
#ifdef HAS_COLOR | |
color *= m_Color; | |
#endif | |
#ifdef HAS_LIGHTMAP | |
#ifdef SEPARATE_TEXCOORD | |
color.rgb *= texture2D(m_LightMap, texCoord2).rgb; | |
#else | |
color.rgb *= texture2D(m_LightMap, texCoord1).rgb; | |
#endif | |
#endif | |
gl_FragColor = color; | |
} |