#import "Common/ShaderLib/Texture.glsllib" varying vec2 texCoord; uniform sampler2D m_ColorMap; void main(){ //Texture_GetColor(m_ColorMap, texCoord) //vec4 color = texture2D(m_ColorMap, texCoord); //color.rgb *= color.a; //gl_FragColor = vec4(color.a); #ifdef NORMAL_LATC vec3 newNorm = vec3(texture2D(m_ColorMap, texCoord).ag, 0.0); newNorm = Common_UnpackNormal(newNorm); newNorm.b = sqrt(1.0 - (newNorm.x * newNorm.x) - (newNorm.y * newNorm.y)); newNorm = Common_PackNormal(newNorm); gl_FragColor = vec4(newNorm, 1.0); #elif defined(SHOW_ALPHA) gl_FragColor = vec4(texture2D(m_ColorMap, texCoord).a); #else gl_FragColor = Texture_GetColor(m_ColorMap, texCoord); #endif #ifdef NORMALIZE gl_FragColor = vec4(normalize(gl_FragColor.xyz), gl_FragColor.a); #endif }