varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
-varying vec4 vSpecularColor;
varying float vFogCoord;
float computeFog()
Color1 = texture2D(uTextureUnit0, vTextureCoord0);
vec4 FinalColor = Color0 * Color1;
- FinalColor += vSpecularColor;
if (uBlendType == 1)
{
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
-varying vec4 vSpecularColor;
varying float vFogCoord;
float computeFog()
if (bool(uTextureUsage0))
Color *= texture2D(uTextureUnit0, vTextureCoord0);
- Color += vSpecularColor;
if (bool(uFogEnable))
{
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
-varying vec4 vSpecularColor;
varying float vFogCoord;
void main()
vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
vVertexColor = inVertexColor.bgra;
- vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
-varying vec4 vSpecularColor;
varying float vFogCoord;
float computeFog()
if (Color.a < uAlphaRef)
discard;
}
- Color += vSpecularColor;
if (bool(uFogEnable))
{
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
-varying vec4 vSpecularColor;
varying float vFogCoord;
float computeFog()
if (Color.a < uAlphaRef)
discard;
- Color += vSpecularColor;
-
if (bool(uFogEnable))
{
float FogFactor = computeFog();
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
-varying vec4 vSpecularColor;
varying float vFogCoord;
float computeFog()
if (bool(uTextureUsage0))
Color *= texture2D(uTextureUnit0, vTextureCoord0);
- Color += vSpecularColor;
if (bool(uFogEnable))
{