//@renderpasses 0,1,2 varying vec2 texCoord0; varying vec4 color; //@vertex attribute vec4 mx2_Vertex; attribute vec2 mx2_TexCoord0; attribute vec4 mx2_Color; uniform mat4 mx2_ModelViewProjectionMatrix; uniform vec4 mx2_ImageColor; void main(){ texCoord0=mx2_TexCoord0; color=mx2_ImageColor * mx2_Color; gl_Position=mx2_ModelViewProjectionMatrix * mx2_Vertex; } //@fragment uniform sampler2D mx2_ImageTexture0; void main(){ float alpha=texture2D( mx2_ImageTexture0,texCoord0 ).a; #if MX2_RENDERPASS==0 gl_FragColor=vec4( alpha ) * color; #else gl_FragColor=vec4( 0.0,0.0,0.0,alpha * color.a ); #endif }