$input a_position, a_texcoord0 $output v_texcoord0 #include "common.sh" SAMPLER2D(s_diffuseMap, 0); uniform vec4 u_color; void TexCompVS() { gl_Position = mul(u_viewProjection, vec4(a_position, 1.0)); v_texcoord0 = a_texcoord0; } void TexCompPS() { gl_FragColor = texture2DLod(s_diffuseMap, v_texcoord0, -10.0) * u_color; } void TexCompPMAPS() { vec4 tex = texture2DLod(s_diffuseMap, v_texcoord0, -10.0); gl_FragColor = vec4(tex.rgb * tex.a * u_color.rgb, tex.a * u_color.a); }