// __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 OVERLAY_COLOR; varying vec4 light; void main() { vec4 color = mix(vec4(1), light, light.a ); color.rgb = mix(color, OVERLAY_COLOR, OVERLAY_COLOR.a).rgb; //gl_FragColor = color; gl_FragData[0] = color; vec3 lightCol = pow(light.rgb, vec3(3.0)) * 2.0; gl_FragData[1] = vec4(lightCol, 1.0); }