// VERTEX attribute vec3 position; attribute vec2 texcoords; attribute vec4 vertexColor; uniform mat4 transform; uniform vec4 lighting; uniform vec2 textureSize; varying vec2 textureCoord; varying vec4 vColor; void main() { textureCoord = texcoords / textureSize; vColor = vertexColor * lighting; gl_Position = transform * vec4(position, 1); } // FRAGMENT precision mediump float; uniform sampler2D sampler1; varying vec2 textureCoord; varying vec4 vColor; void main() { gl_FragColor = texture2D(sampler1, textureCoord); #ifdef USE_COLOR gl_FragColor *= vColor; #endif }