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@@ -7,9 +7,11 @@ precision highp float;
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varying vec3 v_color; // Input Vertex color ( r g b )
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#endif
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-uniform vec4 u_diffuseColor; // Diffuse color
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-
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// Uniforms
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+uniform vec4 u_diffuseColor; // Diffuse color
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+#if defined(TEXTURE_LIGHTMAP)
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+uniform sampler2D u_lightmapTexture; // Lightmap texture
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+#endif
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#if defined(MODULATE_COLOR)
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uniform vec4 u_modulateColor; // Modulation color
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#endif
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@@ -26,7 +28,10 @@ void main()
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#else
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gl_FragColor = u_diffuseColor;
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#endif
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-
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+ #if defined(TEXTURE_LIGHTMAP)
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+ vec4 lightColor = texture2D(u_lightmapTexture, v_texCoord);
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+ gl_FragColor.a *= lightColor.a;
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+ #endif
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// Global color modulation
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#if defined(MODULATE_COLOR)
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gl_FragColor *= u_modulateColor;
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