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}