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#import "Common/ShaderLib/GLSLCompat.glsllib"
#if defined(HAS_GLOWMAP) || defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD))
#define NEED_TEXCOORD1
#endif
#if defined(DISCARD_ALPHA)
uniform float m_AlphaDiscardThreshold;
#endif
uniform vec4 m_Color;
uniform sampler2D m_ColorMap;
uniform sampler2D m_LightMap;
varying vec2 texCoord1;
varying vec2 texCoord2;
varying vec4 vertColor;
void main(){
vec4 color = vec4(1.0);
#ifdef HAS_COLORMAP
color *= texture2D(m_ColorMap, texCoord1);
#endif
#ifdef HAS_VERTEXCOLOR
color *= vertColor;
#endif
#ifdef HAS_COLOR
color *= m_Color;
#endif
#ifdef HAS_LIGHTMAP
#ifdef SEPARATE_TEXCOORD
color.rgb *= texture2D(m_LightMap, texCoord2).rgb;
#else
color.rgb *= texture2D(m_LightMap, texCoord1).rgb;
#endif
#endif
#if defined(DISCARD_ALPHA)
if(color.a < m_AlphaDiscardThreshold){
discard;
}
#endif
gl_FragColor = color;
}
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