uniform sampler2D u_DiffuseMap; #if defined(USE_LIGHTMAP) uniform sampler2D u_LightMap; uniform int u_Texture1Env; #endif varying vec2 var_DiffuseTex; #if defined(USE_LIGHTMAP) varying vec2 var_LightTex; #endif varying vec4 var_Color; void main() { vec4 color = texture2D(u_DiffuseMap, var_DiffuseTex); #if defined(USE_LIGHTMAP) vec4 color2 = texture2D(u_LightMap, var_LightTex); #if defined(RGBM_LIGHTMAP) color2.rgb *= 32.0 * color2.a; color2.a = 1.0; #endif if (u_Texture1Env == TEXENV_MODULATE) { color *= color2; } else if (u_Texture1Env == TEXENV_ADD) { color += color2; } else if (u_Texture1Env == TEXENV_REPLACE) { color = color2; } #endif gl_FragColor = color * var_Color; }