17 lines
325 B
GLSL
17 lines
325 B
GLSL
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precision mediump float;
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varying vec2 v_uvCoordinates;
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//varying v_normalVectors;
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uniform sampler2D u_diffuse;
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uniform int u_diffuseExists;
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vec4 Color;
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void main() {
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if (u_diffuseExists == 1) gl_FragColor = texture2D(u_diffuse, v_uvCoordinates);
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else gl_FragColor = vec4(0.5, 0.5, 0.5, 1);
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Color = gl_FragColor;
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} |