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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; } }