| #version 120 |
| |
| uniform sampler2D _qt_texture; |
| uniform lowp float qt_Opacity; |
| |
| #if defined(SPRITE) |
| varying highp vec4 fTexS; |
| #elif defined(DEFORM) |
| varying highp vec2 fTex; |
| #endif |
| |
| #if defined(COLOR) |
| varying lowp vec4 fColor; |
| #else |
| varying lowp float fFade; |
| #endif |
| |
| #if defined(TABLE) |
| varying lowp vec2 tt; |
| uniform sampler2D colortable; |
| #endif |
| |
| void main() |
| { |
| #if defined(SPRITE) |
| gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), tt.y) |
| * fColor |
| * texture2D(colortable, tt) |
| * qt_Opacity; |
| #elif defined(TABLE) |
| gl_FragColor = texture2D(_qt_texture, fTex) |
| * fColor |
| * texture2D(colortable, tt) |
| * qt_Opacity; |
| #elif defined(DEFORM) |
| gl_FragColor = (texture2D(_qt_texture, fTex)) * fColor * qt_Opacity; |
| #elif defined(COLOR) |
| gl_FragColor = (texture2D(_qt_texture, gl_PointCoord)) * fColor * qt_Opacity; |
| #else |
| gl_FragColor = texture2D(_qt_texture, gl_PointCoord) * (fFade * qt_Opacity); |
| #endif |
| } |