#ifdef ALPHA_TEST_ENABLED FRAGMENT_SHADER_USE_TEX_COORD #ifdef DIFFUSE #ifdef DIFFUSE_TEXTURE uniform sampler2D uTextureDiffuse0; #endif //DIFFUSE_TEXTURE #ifdef DIFFUSE_TEXTURE_BLEND uniform sampler2D uTextureDiffuse1; uniform float uTextureDiffuseWeight; #endif //DIFFUSE_TEXTURE_BLEND #endif //DIFFUSE #endif //ALPHA_TEST_ENABLED void main() { #ifdef ALPHA_TEST_ENABLED #ifdef DIFFUSE_TEXTURE_BLEND gl_FragColor = (texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight + texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight)); #else #ifdef DIFFUSE_TEXTURE gl_FragColor = texture2D(uTextureDiffuse0, vTexCoord) ; #else gl_FragColor = vec4(1); #endif //DIFFUSE_TEXTURE #endif //DIFFUSE_TEXTURE_BLEND #endif //ALPHA_TEST_ENABLED gl_FragColor.r = gl_FragCoord.z; }