uniform bool m_UseTex; | |
uniform sampler2D m_Texture; | |
uniform vec4 m_Color; | |
varying vec2 texCoord; | |
varying vec4 color; | |
void main() { | |
vec4 texVal = texture2D(m_Texture, texCoord); | |
texVal = m_UseTex ? texVal : vec4(1.0); | |
gl_FragColor = texVal * color * m_Color; | |
} | |