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@@ -99,14 +99,16 @@ bgfx_shaders = {
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varying = "
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vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
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+ vec4 v_color0 : COLOR0 = vec4(0.0, 0.0, 0.0, 0.0);
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vec2 a_position : POSITION;
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vec2 a_texcoord0 : TEXCOORD0;
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+ vec4 a_color0 : COLOR0;
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"
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vs_input_output = "
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- $input = a_position, a_texcoord0
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- $output v_texcoord0
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+ $input = a_position, a_texcoord0, a_color0
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+ $output v_texcoord0, v_color0
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"
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vs_code = "
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@@ -116,25 +118,25 @@ bgfx_shaders = {
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#ifdef DIFFUSE_MAP
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v_texcoord0 = a_texcoord0;
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#endif // DIFFUSE_MAP
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+ v_color0 = a_color0;
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}
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"
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fs_input_output = "
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- $input v_texcoord0
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+ $input v_texcoord0, v_color0
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"
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fs_code = "
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#ifdef DIFFUSE_MAP
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SAMPLER2D(u_albedo, 0);
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#endif // DIFFUSE_MAP
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- uniform vec3 u_color = vec3(1, 1, 1);
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void main()
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{
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#ifdef DIFFUSE_MAP
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- gl_FragColor = texture2D(u_albedo, v_texcoord0) * vec4(u_color, 1.0);
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+ gl_FragColor = texture2D(u_albedo, v_texcoord0) * v_color0;
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#else
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- gl_FragColor = vec4(u_color, 1.0);
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+ gl_FragColor = v_color0;
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#endif // DIFFUSE_MAP
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}
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"
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