1
2#if defined(NEED_TEXCOORD1)
3    varying vec2 texCoord1;
4#else
5    varying vec2 texCoord;
6#endif
7
8
9#ifdef HAS_GLOWMAP
10  uniform sampler2D m_GlowMap;
11#endif
12
13#ifdef HAS_GLOWCOLOR
14  uniform vec4 m_GlowColor;
15#endif
16
17
18void main(){
19    #ifdef HAS_GLOWMAP
20        #if defined(NEED_TEXCOORD1)
21           gl_FragColor = texture2D(m_GlowMap, texCoord1);
22        #else
23           gl_FragColor = texture2D(m_GlowMap, texCoord);
24        #endif
25    #else
26        #ifdef HAS_GLOWCOLOR
27            gl_FragColor =  m_GlowColor;
28        #else
29            gl_FragColor = vec4(0.0);
30        #endif
31    #endif
32}