// TODO: Multiple texture coordinate will be supported.
in mediump vec2 vUV;
in lowp mat3 vTBN;
-#ifdef COLOR_ATTRIBUTE
in lowp vec4 vColor;
-#endif
in highp vec3 vPositionToCamera;
out vec4 FragColor;
lowp vec4 baseColor = texture(sAlbedoAlpha, vUV);
baseColor = vec4(linear(baseColor.rgb), baseColor.w) * uColorFactor;
#else // BASECOLOR_TEX
-#ifdef COLOR_ATTRIBUTE
lowp vec4 baseColor = vColor * uColorFactor;
-#else // COLOR_ATTRIBUTE
- lowp vec4 baseColor = uColorFactor;
-#endif // COLOR_ATTRIBUTE
#endif // BASECOLOR_TEX
#ifdef METALLIC_ROUGHNESS_TEX
#endif // NORMAL_TEX
#else // THREE_TEX
vec4 albedoMetal = texture(sAlbedoMetal, vUV);
-#ifdef COLOR_ATTRIBUTE
lowp vec4 baseColor = vec4(linear(albedoMetal.rgb), 1.0) * vColor * uColorFactor;
-#else // COLOR_ATTRIBUTE
- lowp vec4 baseColor = vec4(linear(albedoMetal.rgb), 1.0) * uColorFactor;
-#endif // COLOR_ATTRIBUTE
metallic = albedoMetal.METALLIC * metallic;