// __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 layout(location = 0) out vec4 FragColor; #define gl_FragColor FragColor layout(location = 1) out vec4 FragData; #define gl_FragData FragData #else // version 100 code #endif varying vec4 color; uniform vec4 CURRENT_COLOR; void main() { #if __VERSION__ >= 300 gl_FragColor = vec4(color.rgb * CURRENT_COLOR.rgb * color.a, color.a); gl_FragData = vec4(0.0); #else gl_FragColor = vec4(color.rgb * CURRENT_COLOR.rgb * color.a, color.a); #endif }