// // Shader.fsh // myDungeon! // // Created by Gabriel Fernandes on 4/30/13. // Copyright (c) 2013 VISGRAF Laboratory. All rights reserved. // precision highp float; varying highp vec4 colorVarying; varying vec2 uvTexCoord01; // uv Texture coordinates... varying vec2 useDiffuseMap; uniform sampler2D diffuseTex; //uniform sampler2D reflectionTex; //uniform sampler2D opacityTex; //uniform sampler2D normalTex; //uniform sampler2D specularTex; uniform highp float modelMaterial[4]; void main() { bool useDiffuseMap = bool(modelMaterial[3]/1.0); if (useDiffuseMap) { //vec4 color = texture2D(diffuseTex, uvTexCoord01); gl_FragColor = texture2D(diffuseTex, uvTexCoord01) * colorVarying; } else { gl_FragColor = colorVarying; } }