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