// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform int replace; uniform vec4 color; float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; } void main() { vec4 col = texture2D( gm_BaseTexture, v_vTexcoord ); if(replace == 0) gl_FragColor = vec4(col.rgb, bright(col)); else gl_FragColor = vec4(color.rgb, bright(col)); }