1 uniform vec4 m_Color; 2 3 #if defined(HAS_GLOWMAP) || defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD)) 4 #define NEED_TEXCOORD1 5 #endif 6 7 #ifdef HAS_COLORMAP 8 uniform sampler2DArray m_ColorMap; 9 #endif 10 11 #ifdef NEED_TEXCOORD1 12 varying vec3 texCoord1; 13 #endif 14 15 #ifdef HAS_LIGHTMAP 16 uniform sampler2D m_LightMap; 17 #ifdef SEPERATE_TEXCOORD 18 varying vec3 texCoord2; 19 #endif 20 #endif 21 22 #ifdef HAS_VERTEXCOLOR 23 varying vec4 vertColor; 24 #endif 25 26 void main(){ 27 vec4 color = vec4(1.0); 28 29 #ifdef HAS_COLORMAP 30 color *= texture2DArray(m_ColorMap, texCoord1); 31 #endif 32 33 #ifdef HAS_VERTEXCOLOR 34 color *= vertColor; 35 #endif 36 37 #ifdef HAS_COLOR 38 color *= m_Color; 39 #endif 40 41 #ifdef HAS_LIGHTMAP 42 #ifdef SEPARATE_TEXCOORD 43 color.rgb *= texture2D(m_LightMap, texCoord2).rgb; 44 #else 45 color.rgb *= texture2D(m_LightMap, texCoord1).rgb; 46 #endif 47 #endif 48 49 gl_FragColor = color; 50 }