#ifdef TW_QUAD_TEXTURED uniform sampler2D gTextureSampler; #endif uniform vec4 gVertColors[TW_MAX_QUADS]; noperspective in vec4 QuadColor; flat in int QuadIndex; #ifdef TW_QUAD_TEXTURED noperspective in vec2 TexCoord; #endif out vec4 FragClr; void main() { #ifdef TW_QUAD_TEXTURED vec4 TexColor = texture(gTextureSampler, TexCoord); FragClr = TexColor * QuadColor * gVertColors[QuadIndex]; #else FragClr = QuadColor * gVertColors[QuadIndex]; #endif }