#ifdef TW_TEXTURED #ifdef TW_3D_TEXTURED uniform sampler3D gTextureSampler; #else uniform sampler2DArray gTextureSampler; #endif #endif #ifdef TW_MODERN_GL #ifdef TW_TEXTURED noperspective in vec3 oTexCoord; #endif noperspective in vec4 oVertColor; out vec4 FragClr; #endif void main() { #ifdef TW_MODERN_GL #ifdef TW_TEXTURED vec4 TexColor = texture(gTextureSampler, oTexCoord.xyz).rgba; FragClr = TexColor.rgba * oVertColor.rgba; #else FragClr = oVertColor.rgba; #endif #else #ifdef TW_TEXTURED vec4 TexColor = texture(gTextureSampler, gl_TexCoord[0].xyz).rgba; gl_FragColor = TexColor.rgba * gl_Color.rgba; #else gl_FragColor = gl_Color.rgba; #endif #endif }