#ifdef TW_TILE_TEXTURED #ifdef TW_TILE_3D_TEXTURED uniform sampler3D gTextureSampler; #else uniform sampler2DArray gTextureSampler; #endif #endif uniform vec4 gVertColor; #ifdef TW_TILE_TEXTURED noperspective in vec3 TexCoord; #endif out vec4 FragClr; void main() { #ifdef TW_TILE_TEXTURED vec3 realTexCoords = vec3(fract(TexCoord.xy), TexCoord.z); vec2 dx = dFdx(TexCoord.xy); vec2 dy = dFdy(TexCoord.xy); vec4 tex = textureGrad(gTextureSampler, realTexCoords, dx, dy); FragClr = tex * gVertColor; #else FragClr = gVertColor; #endif }