/* #version 100 #ifdef GL_ES precision mediump float; #endif uniform sampler2D tex; varying vec2 texCoord; varying vec4 color; void kore() { vec4 texcolor = texture2D(tex, texCoord) * color; texcolor.rgb *= color.a; gl_FragColor = texcolor; } */ /*void main(float2 in v_TexCoord : TEXCOORD0, float4 out Color : COLOR, uniform sampler2D Texture0 : TEXUNIT0) { Color = tex2D(Texture0, v_TexCoord); }*/ void main(float2 in texCoord : TEXCOORD0, float4 in color : TEXCOORD1, float4 out gl_FragColor : COLOR, uniform sampler2D tex : TEXUNIT0) { float4 texcolor = tex2D(tex, texCoord) * color; //texcolor.rgb *= color.a; gl_FragColor = texcolor; //gl_FragColor = float4(1.0, 0.0, 0.0, 1.0); }