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#version 100
precision mediump float;
uniform sampler2D tex;
uniform vec4 color;
uniform float drawType;
uniform float alpha;
varying mediump vec2 Texcoord;
void main()
{
if (drawType >= 0.1)
{
gl_FragColor = texture2D(tex, Texcoord) * vec4(1.0, 1.0, 1.0, alpha);
}
else
{
gl_FragColor = color;
}
}
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