#version 120 #ifdef USE_330 #define texture2D texture #endif uniform struct p3d_MaterialParameters { vec4 baseColor; } p3d_Material; uniform vec4 p3d_ColorScale; uniform sampler2D p3d_TextureBaseColor; varying vec4 v_color; varying vec2 v_texcoord; #ifdef USE_330 out vec4 o_color; #endif void main() { vec4 base_color = p3d_Material.baseColor * v_color * p3d_ColorScale * texture2D(p3d_TextureBaseColor, v_texcoord); #ifdef USE_330 o_color = base_color; #else gl_FragColor = base_color; #endif }