#include "common_fragment.h" uniform vec4 g_Color4; uniform sampler2D g_Texture0; varying vec3 v_TexCoord; void main() { #if COLORFONT vec4 _sample = texSample2D(g_Texture0, v_TexCoord.xy); gl_FragColor = vec4(_sample.rgb * mix(CAST3(1.0), g_Color4.rgb, v_TexCoord.z), _sample.a * g_Color4.a); #else float _sample = ConvertSampleR8(texSample2D(g_Texture0, v_TexCoord.xy)); gl_FragColor = vec4(g_Color4.rgb, _sample * g_Color4.a); #endif }