// __multiversion__ // This signals the loading code to prepend either #version 100 or #version 300 es as apropriate. // To use centroid sampling we need to have version 300 es shaders, which requires changing: // attribute to in // varying to out when in vertex shaders or in when in fragment shaders // defining an out vec4 FragColor and replacing uses of gl_FragColor with FragColor // texture2D to texture #if __VERSION__ >= 300 // version 300 code #define varying in #define texture2D texture out vec4 FragColor; #define gl_FragColor FragColor #else // version 100 code #endif uniform vec4 CURRENT_COLOR; varying vec4 color; void main() { gl_FragColor = color * CURRENT_COLOR; }