From: Dmytro Dadyka Date: Tue, 24 Mar 2015 17:49:25 +0000 (-0700) Subject: [Evas: Evas_3D] Refactor shader system: refactored flat shade mode. X-Git-Tag: v1.14.0-alpha1~124 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=8110ec94f496ff0c5a01268d4edbce1bb275e597;p=platform%2Fupstream%2Fefl.git [Evas: Evas_3D] Refactor shader system: refactored flat shade mode. Reviewers: cedric, jpeg Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D2224 --- diff --git a/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x b/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x index fde35e8..40ad124 100644 --- a/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x +++ b/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x @@ -252,7 +252,7 @@ static const char const flat_vert_glsl[] = "}\n" "void main()\n" "{\n" - "#ifdef VERTEX_POSITION_BLEND\n" + " #ifdef VERTEX_POSITION_BLEND\n" " vec4 position = aPosition0 * uPositionWeight +\n" " aPosition1 * (1.0 - uPositionWeight);\n" " position = vec4(position.xyz, 1.0);\n" @@ -261,7 +261,7 @@ static const char const flat_vert_glsl[] = " vec4 position = vec4(aPosition0.xyz, 1.0);\n" "#endif // VERTEX_POSITION\n" "#endif //VERTEX_POSITION_BLEND\n" - "#ifdef VERTEX_NORMAL_BLEND\n" + " #ifdef VERTEX_NORMAL_BLEND\n" " vec3 normal = aNormal0.xyz * uNormalWeight +\n" " aNormal1.xyz * (1.0 - uNormalWeight);\n" "#else\n" @@ -269,7 +269,7 @@ static const char const flat_vert_glsl[] = " vec3 normal = aNormal0.xyz;\n" "#endif //VERTEX_NORMAL\n" "#endif //VERTEX_NORMAL_BLEND\n" - "#ifdef VERTEX_TEXCOORD_BLEND\n" + " #ifdef VERTEX_TEXCOORD_BLEND\n" " vTexCoord = aTexCoord0.st * uTexCoordWeight +\n" " aTexCoord1.st * (1.0 - uTexCoordWeight);\n" "#else\n" @@ -279,9 +279,9 @@ static const char const flat_vert_glsl[] = "#endif //VERTEX_TEXCOORD_BLEND\n" " gl_Position = uMatrixMvp * position;\n" " vertexFlat(position, normal);\n" - "#ifdef SHADOWED\n" + " #ifdef SHADOWED\n" " vLightPosition = uMatrixLight * position;\n" - "#endif\n" + "#endif //SHADOWED\n" "}\n"; static const char const flat_frag_glsl[] = @@ -302,6 +302,16 @@ static const char const flat_frag_glsl[] = "varying vec4 vLightPosition;\n" "uniform sampler2D uShadowMap;\n" "float shadow;\n" + "float pcf(vec4 lpos, float size)\n" + " {\n" + " vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n" + " float i, j, randx, randy, shadow;\n" + " shadow = 0.0;\n" + " for (i = -4.0; i < 4.0; i++)\n" + " for (j = -4.0; j < 4.0; j++)\n" + " shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / 8.0, j / 8.0)*size).x);\n" + " return shadow / 64.0;\n" + "}\n" "#endif //SHADOWED\n" "#ifdef DIFFUSE\n" "uniform vec4 uMaterialDiffuse;\n" @@ -347,44 +357,34 @@ static const char const flat_frag_glsl[] = "uniform float uTextureEmissionWeight;\n" "#endif //EMISSION_TEXTURE_BLEND\n" "#endif //EMISSION\n" - "#ifdef SHADOWED\n" - "float pcf(vec4 lpos, float size)\n" - "{\n" - " vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n" - " float i, j, randx, randy, shadow;\n" - " shadow = 0.0;\n" - " for (i = -4.0; i < 4.0; i++)\n" - " for (j = -4.0; j < 4.0; j++)\n" - " shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);\n" - " return shadow / 64.0;\n" - "}\n" - "#endif //SHADOWED\n" "void fragmentFlat()\n" "{\n" " vec4 color;\n" "#ifdef DIFFUSE\n" - "#ifdef DIFFUSE_TEXTURE_BLEND\n" - " color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n" - " texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n" - " color *= uMaterialDiffuse;\n" + " \n" + "#ifdef DIFFUSE_TEXTURE_BLEND\n" + " color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n" + " texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n" + " color *= uMaterialDiffuse;\n" "#else\n" "#ifdef DIFFUSE_TEXTURE\n" - " color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;\n" + " color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;\n" "#else\n" - " color = uMaterialDiffuse;\n" + " color = uMaterialDiffuse;\n" "#endif //DIFFUSE_TEXTURE\n" "#endif //DIFFUSE_TEXTURE_BLEND\n" - " gl_FragColor = uLightDiffuse * color * vFactor.x;\n" + " gl_FragColor = uLightDiffuse * color * vFactor.x;\n" "#else\n" - " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n" + " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n" "#endif //DIFFUSE\n" "#ifdef SPECULAR\n" - "#ifdef SPECULAR_TEXTURE_BLEND\n" + " \n" + "#ifdef SPECULAR_TEXTURE_BLEND\n" " color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +\n" " texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);\n" " color *= uMaterialSpecular;\n" "#else\n" - "#ifdef SPECULAR_TEXTURE\n" + "#ifdef SPECULAR_TEXTURE\n" " color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular;\n" "#else\n" " color = uMaterialSpecular;\n" @@ -395,13 +395,14 @@ static const char const flat_frag_glsl[] = "#ifdef SHADOWED\n" " gl_FragColor *= shadow;\n" "#endif //SHADOWED\n" - "#ifdef E3D_SHADER_FLAG_AMBIENT\n" - "#ifdef AMBIENT_TEXTURE_BLEND\n" + "#ifdef AMBIENT\n" + " \n" + "#ifdef AMBIENT_TEXTURE_BLEND\n" " color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +\n" " texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);\n" " color *= uMaterialAmbient;\n" "#else\n" - "#ifdef AMBIENT_TEXTURE\n" + "#ifdef AMBIENT_TEXTURE\n" " color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient;\n" "#else\n" " color = uMaterialAmbient;\n" @@ -409,13 +410,14 @@ static const char const flat_frag_glsl[] = "#endif //AMBIENT_TEXTURE_BLEND\n" " gl_FragColor += uLightAmbient * color;\n" "#endif //AMBIENT\n" - "#ifdef EMISSION\n" - "#ifdef EMISSION_TEXTURE_BLEND\n" + "#ifdef EMISSION\n" + " \n" + "#ifdef EMISSION_TEXTURE_BLEND\n" " color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +\n" " texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);\n" " color *= uMaterialEmission;\n" "#else\n" - "#ifdef EMISSION_TEXTURE\n" + "#ifdef EMISSION_TEXTURE\n" " color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission;\n" "#else\n" " color = uMaterialEmission;\n" @@ -429,9 +431,10 @@ static const char const flat_frag_glsl[] = " shadow = pcf(vLightPosition, 1.0 / 200.0);\n" "#endif //SHADOWED\n" " fragmentFlat();\n" + " \n" "#ifdef FOG_ENABLED\n" " float z = gl_FragCoord.z / gl_FragCoord.w;\n" - " float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);\n" + " float fogFactor = exp2(-uFogFactor * uFogFactor * z * z * 1.44);\n" " fogFactor = clamp(fogFactor, 0.0, 1.0);\n" " gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);\n" "#endif //FOG_ENABLED\n" @@ -637,9 +640,10 @@ static const char const phong_frag_glsl[] = "#ifdef DIFFUSE_TEXTURE_BLEND\n" " color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n" " texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n" + " color *= uMaterialDiffuse;\n" "#else\n" "#ifdef DIFFUSE_TEXTURE\n" - " color = texture2D(uTextureDiffuse0, vTexCoord);\n" + " color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;\n" "#else\n" " color = uMaterialDiffuse;\n" "#endif //DIFFUSE_TEXTURE\n" @@ -658,9 +662,10 @@ static const char const phong_frag_glsl[] = "#ifdef SPECULAR_TEXTURE_BLEND\n" " color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +\n" " texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);\n" + " color *= uMaterialSpecular;\n" "#else\n" "#ifdef SPECULAR_TEXTURE\n" - " color = texture2D(uTextureSpecular0, vTexCoord);\n" + " color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular;\n" "#else\n" " color = uMaterialSpecular;\n" "#endif //SPECULAR_TEXTURE\n" @@ -679,9 +684,10 @@ static const char const phong_frag_glsl[] = "#ifdef AMBIENT_TEXTURE_BLEND\n" " color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +\n" " texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);\n" + " color *= uMaterialAmbient;\n" "#else\n" "#ifdef AMBIENT_TEXTURE\n" - " color = texture2D(uTextureAmbient0, vTexCoord);\n" + " color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient;\n" "#else\n" " color = uMaterialAmbient;\n" "#endif //AMBIENT_TEXTURE\n" @@ -698,9 +704,10 @@ static const char const phong_frag_glsl[] = "#ifdef EMISSION_TEXTURE_BLEND\n" " color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +\n" " texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);\n" + " color *= uMaterialEmission;\n" "#else\n" "#ifdef EMISSION_TEXTURE\n" - " color = texture2D(uTextureEmission0, vTexCoord);\n" + " color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission;\n" "#else\n" " color = uMaterialEmission;\n" "#endif //EMISSION_TEXTURE\n" diff --git a/src/modules/evas/engines/gl_common/shader_3d/flat_frag.shd b/src/modules/evas/engines/gl_common/shader_3d/flat_frag.shd index 824fb66..38d9790 100644 --- a/src/modules/evas/engines/gl_common/shader_3d/flat_frag.shd +++ b/src/modules/evas/engines/gl_common/shader_3d/flat_frag.shd @@ -1,92 +1,12 @@ varying vec2 vFactor; -#ifdef NEED_TEX_COORD -varying vec2 vTexCoord; -#endif //TEX_COORD - -#ifdef FOG_ENABLED -uniform float uFogFactor; -uniform vec4 uFogColor; -#endif //FOG_ENABLED - -#ifdef SHADOWED -varying vec4 vLightPosition; -uniform sampler2D uShadowMap; -float shadow; -#endif //SHADOWED - -#ifdef DIFFUSE -uniform vec4 uMaterialDiffuse; -uniform vec4 uLightDiffuse; - -#ifdef DIFFUSE_TEXTURE -uniform sampler2D uTextureDiffuse0; -#endif //DIFFUSE_TEXTURE - -#ifdef DIFFUSE_TEXTURE_BLEND -uniform sampler2D uTextureDiffuse1; -uniform float uTextureDiffuseWeight; -#endif //DIFFUSE_TEXTURE_BLEND - -#endif //DIFFUSE - -#ifdef SPECULAR -uniform vec4 uLightSpecular; -uniform float uMaterialShininess; -uniform vec4 uMaterialSpecular; - -#ifdef SPECULAR_TEXTURE -uniform sampler2D uTextureSpecular0; -#endif //SPECULAR_TEXTURE - -#ifdef SPECULAR_TEXTURE_BLEND -uniform sampler2D uTextureSpecular1; -uniform float uTextureSpecularWeight; -#endif //SPECULAR_TEXTURE_BLEND - -#endif //SPECULAR - -#ifdef AMBIENT -uniform vec4 uMaterialAmbient; -uniform vec4 uLightAmbient; - -#ifdef AMBIENT_TEXTURE -uniform sampler2D uTextureAmbient0; -#endif //AMBIENT_TEXTURE - -#ifdef AMBIENT_TEXTURE_BLEND -uniform sampler2D uTextureAmbient1; -uniform float uTextureAmbientWeight; -#endif //AMBIENT_TEXTURE_BLEND - -#endif //AMBIENT - -#ifdef EMISSION -uniform vec4 uMaterialEmission; - -#ifdef EMISSION_TEXTURE -uniform sampler2D uTextureEmission0; -#endif //EMISSION_TEXTURE - -#ifdef EMISSION_TEXTURE_BLEND -uniform sampler2D uTextureEmission1; -uniform float uTextureEmissionWeight; -#endif //EMISSION_TEXTURE_BLEND - -#endif //EMISSION - -#ifdef SHADOWED -float pcf(vec4 lpos, float size) -{ - vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5; - float i, j, randx, randy, shadow; - shadow = 0.0; - for (i = -4.0; i < 4.0; i++) - for (j = -4.0; j < 4.0; j++) - shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x); - return shadow / 64.0; -} -#endif //SHADOWED +FRAGMENT_SHADER_USE_TEX_COORD +FRAGMENT_SHADER_USE_FOG +FRAGMENT_SHADER_USE_SHADOWS +FRAGMENT_SHADER_USE_DIFFUSE_TERM +FRAGMENT_SHADER_USE_SPECULAR_TERM +FRAGMENT_SHADER_USE_AMBIENT_TERM +FRAGMENT_SHADER_USE_EMISSION_TERM void fragmentFlat() { @@ -94,40 +14,15 @@ void fragmentFlat() #ifdef DIFFUSE -#ifdef DIFFUSE_TEXTURE_BLEND - color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight + - texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight); - color *= uMaterialDiffuse; -#else - -#ifdef DIFFUSE_TEXTURE - color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse; -#else - color = uMaterialDiffuse; -#endif //DIFFUSE_TEXTURE - -#endif //DIFFUSE_TEXTURE_BLEND - gl_FragColor = uLightDiffuse * color * vFactor.x; + FRAGMENT_SHADER_TEXTURE_BLEND(DIFFUSE, Diffuse) + gl_FragColor = uLightDiffuse * color * vFactor.x; #else - gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); #endif //DIFFUSE #ifdef SPECULAR -#ifdef SPECULAR_TEXTURE_BLEND - color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight + - texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight); - color *= uMaterialSpecular; -#else - -#ifdef SPECULAR_TEXTURE - color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular; -#else - color = uMaterialSpecular; -#endif //SPECULAR_TEXTURE - -#endif //SPECULAR_TEXTURE_BLEND - + FRAGMENT_SHADER_TEXTURE_BLEND(SPECULAR, Specular) gl_FragColor += uLightSpecular * color * vFactor.y; #endif //SPECULAR @@ -136,42 +31,15 @@ void fragmentFlat() gl_FragColor *= shadow; #endif //SHADOWED -#ifdef E3D_SHADER_FLAG_AMBIENT - -#ifdef AMBIENT_TEXTURE_BLEND - - color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight + - texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight); - color *= uMaterialAmbient; - -#else - -#ifdef AMBIENT_TEXTURE - color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient; -#else - color = uMaterialAmbient; -#endif //AMBIENT_TEXTURE +#ifdef AMBIENT -#endif //AMBIENT_TEXTURE_BLEND + FRAGMENT_SHADER_TEXTURE_BLEND(AMBIENT, Ambient) gl_FragColor += uLightAmbient * color; #endif //AMBIENT -#ifdef EMISSION - -#ifdef EMISSION_TEXTURE_BLEND - color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight + - texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight); - color *= uMaterialEmission; -#else - -#ifdef EMISSION_TEXTURE - color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission; -#else - color = uMaterialEmission; -#endif //EMISSION_TEXTURE - -#endif //EMISSION_TEXTURE_BLEND +#ifdef EMISSION + FRAGMENT_SHADER_TEXTURE_BLEND(EMISSION, Emission) gl_FragColor += color; #endif //EMISSION @@ -185,11 +53,5 @@ void main() { fragmentFlat(); -#ifdef FOG_ENABLED - float z = gl_FragCoord.z / gl_FragCoord.w; - float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44); - fogFactor = clamp(fogFactor, 0.0, 1.0); - gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor); -#endif //FOG_ENABLED - + FRAGMENT_SHADER_FOG_APPLY } diff --git a/src/modules/evas/engines/gl_common/shader_3d/flat_vert.shd b/src/modules/evas/engines/gl_common/shader_3d/flat_vert.shd index 37aba1c..10b9493 100644 --- a/src/modules/evas/engines/gl_common/shader_3d/flat_vert.shd +++ b/src/modules/evas/engines/gl_common/shader_3d/flat_vert.shd @@ -4,41 +4,11 @@ uniform mat4 uMatrixModelview; uniform vec4 uLightPosition; varying vec2 vFactor; -#ifdef SHADOWED -uniform mat4 uMatrixLight; -varying vec4 vLightPosition; -#endif //SHADOWED - -#ifdef VERTEX_POSITION -attribute vec4 aPosition0; -#endif //VERTEX_POSITION - -#ifdef VERTEX_POSITION_BLEND -attribute vec4 aPosition1; -uniform float uPositionWeight; -#endif //VERTEX_POSITION_BLEND - -#ifdef VERTEX_NORMAL -attribute vec4 aNormal0; -#endif //VERTEX_NORMAL - -#ifdef VERTEX_NORMAL_BLEND -attribute vec4 aNormal1; -uniform float uNormalWeight; -#endif //VERTEX_NORMAL_BLEND - -#ifdef VERTEX_TEXCOORD -attribute vec4 aTexCoord0; -#endif //VERTEX_TEXCOORD - -#ifdef VERTEX_TEXCOORD_BLEND -attribute vec4 aTexCoord1; -uniform float uTexCoordWeight; -#endif //VERTEX_TEXCOORD_BLEND - -#ifdef NEED_TEX_COORD -varying vec2 vTexCoord; -#endif //NEED_TEX_COORD +VERTEX_SHADER_USE_SHADOWS +VERTEX_SHADER_USE_POSITION +VERTEX_SHADER_USE_NORMALS +VERTEX_SHADER_USE_TEXCOORD +VERTEX_SHADER_NEED_TEX_COORD #ifdef LIGHT_SPOT uniform vec3 uLightSpotDir; @@ -111,44 +81,12 @@ void vertexFlat(vec4 position, vec3 normal) void main() { -#ifdef VERTEX_POSITION_BLEND - vec4 position = aPosition0 * uPositionWeight + - aPosition1 * (1.0 - uPositionWeight); - position = vec4(position.xyz, 1.0); -#else - -#ifdef VERTEX_POSITION - vec4 position = vec4(aPosition0.xyz, 1.0); -#endif // VERTEX_POSITION - -#endif //VERTEX_POSITION_BLEND - -#ifdef VERTEX_NORMAL_BLEND - vec3 normal = aNormal0.xyz * uNormalWeight + - aNormal1.xyz * (1.0 - uNormalWeight); -#else - -#ifdef VERTEX_NORMAL - vec3 normal = aNormal0.xyz; -#endif //VERTEX_NORMAL - -#endif //VERTEX_NORMAL_BLEND - -#ifdef VERTEX_TEXCOORD_BLEND - vTexCoord = aTexCoord0.st * uTexCoordWeight + - aTexCoord1.st * (1.0 - uTexCoordWeight); -#else - -#ifdef VERTEX_TEXCOORD - vTexCoord = aTexCoord0.st; -#endif //VERTEX_TEXCOORD - -#endif //VERTEX_TEXCOORD_BLEND + VERTEX_SHADER_POSITION + VERTEX_SHADER_NORMAL + VERTEX_SHADER_TEXCOORD gl_Position = uMatrixMvp * position; vertexFlat(position, normal); -#ifdef SHADOWED - vLightPosition = uMatrixLight * position; -#endif + VERTEX_SHADER_SHADOWED } diff --git a/src/modules/evas/engines/gl_common/shader_3d/include.shd b/src/modules/evas/engines/gl_common/shader_3d/include.shd index f65bb96..5028021 100644 --- a/src/modules/evas/engines/gl_common/shader_3d/include.shd +++ b/src/modules/evas/engines/gl_common/shader_3d/include.shd @@ -63,9 +63,10 @@ define(`FRAGMENT_SHADER_TEXTURE_BLEND', ` #ifdef $1_TEXTURE_BLEND color = texture2D(uTexture$2`0', vTexCoord) * uTexture$2Weight + texture2D(uTexture$2`1', vTexCoord) * (1.0 - uTexture$2Weight); + color *= uMaterial$2; #else #ifdef $1_TEXTURE - color = texture2D(uTexture$2`0', vTexCoord); + color = texture2D(uTexture$2`0', vTexCoord) * uMaterial$2; #else color = uMaterial$2; #endif //$1_TEXTURE