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- //@renderpasses 0,1,2
- varying vec2 v_TexCoord0;
- varying vec4 v_Color;
- //@vertex
- attribute vec4 a_Position;
- attribute vec2 a_TexCoord0;
- attribute vec4 a_Color;
- uniform mat4 r_ModelViewProjectionMatrix;
- uniform vec4 m_ImageColor;
- void main(){
- v_TexCoord0=a_TexCoord0;
- v_Color=m_ImageColor * a_Color;
-
- gl_Position=r_ModelViewProjectionMatrix * a_Position;
- }
- //@fragment
- uniform sampler2D m_ImageTexture0;
- void main(){
- #if MX2_RENDERPASS==0
- gl_FragColor=texture2D( m_ImageTexture0,v_TexCoord0 ) * v_Color;
-
- #else
- float alpha=texture2D( m_ImageTexture0,v_TexCoord0 ).a * v_Color.a;
- gl_FragColor=vec4( 0.0,0.0,0.0,alpha );
- #endif
- }
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