| #version 100 | |
| precision mediump float; | |
| uniform sampler2D uSampler0_Stage0; | |
| uniform vec4 uFilterColor_Stage1; | |
| varying vec4 vColor; | |
| varying vec2 vMatrixCoord_Stage0; | |
| // This shader is used heavily by shadow effects. | |
| void main() { | |
| vec4 output_Stage0; | |
| { | |
| // Stage 0: Texture | |
| output_Stage0 = (vColor * texture2D(uSampler0_Stage0, vMatrixCoord_Stage0)); | |
| } | |
| vec4 output_Stage1; | |
| { | |
| // Stage 1: ModeColorFilterEffect | |
| output_Stage1 = (output_Stage0.a * uFilterColor_Stage1); | |
| } | |
| gl_FragColor = output_Stage1; | |
| } | |