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- //@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(){
- #if MX2_RENDERPASS==0
- gl_FragColor=texture2D( mx2_ImageTexture0,texCoord0 ) * color;
-
- #else
- float alpha=texture2D( mx2_ImageTexture0,texCoord0 ).a * color.a;
- gl_FragColor=vec4( 0.0,0.0,0.0,alpha );
- #endif
- }
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