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@@ -0,0 +1,38 @@
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+#import "Common/ShaderLib/GLSLCompat.glsllib"
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+#if defined(NEED_TEXCOORD1)
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+ varying vec2 texCoord1;
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+#else
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+ varying vec2 texCoord;
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+#endif
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+
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+
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+#ifdef HAS_EMISSIVEMAP
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+ uniform sampler2D m_EmissiveMap;
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+#endif
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+
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+#ifdef HAS_EMISSIVECOLOR
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+ uniform vec4 m_Emissive;
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+#endif
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+
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+
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+void main(){
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+ #ifdef HAS_EMISSIVEMAP
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+ #ifdef HAS_EMISSIVECOLOR
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+ vec4 color = m_Emissive;
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+ #else
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+ vec4 color = vec4(1.0);
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+ #endif
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+
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+ #if defined(NEED_TEXCOORD1)
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+ gl_FragColor = texture2D(m_EmissiveMap, texCoord1) * color;
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+ #else
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+ gl_FragColor = texture2D(m_EmissiveMap, texCoord) * color;
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+ #endif
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+ #else
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+ #ifdef HAS_EMISSIVECOLOR
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+ gl_FragColor = m_Emissive;
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+ #else
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+ gl_FragColor = vec4(0.0);
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+ #endif
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+ #endif
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+}
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