// __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 #ifdef MSAA_FRAMEBUFFER_ENABLED #define _centroid centroid #else #define _centroid #endif _centroid in vec2 uv; #define varying in #define texture2D texture out vec4 FragColor; #define gl_FragColor FragColor #else // version 100 code varying vec2 uv; #endif uniform sampler2D TEXTURE_0; uniform vec4 DARKEN; varying vec4 color; void main() { vec4 diffuse = texture2D( TEXTURE_0, uv ); if(diffuse.a < 0.5) discard; gl_FragColor = diffuse * color * DARKEN; }