#version 150 core #if defined(SPRITE) in vec4 fTexS; #elif defined(DEFORM) in vec2 fTex; #endif #if defined(COLOR) in vec4 fColor; #else in float fFade; #endif #if defined(TABLE) in vec2 tt; uniform sampler2D colortable; #endif out vec4 fragColor; uniform sampler2D _qt_texture; uniform float qt_Opacity; void main() { #if defined(SPRITE) fragColor = mix(texture(_qt_texture, fTexS.xy), texture(_qt_texture, fTexS.zw), tt.y) * fColor * texture(colortable, tt) * qt_Opacity; #elif defined(TABLE) fragColor = texture(_qt_texture, fTex) * fColor * texture(colortable, tt) * qt_Opacity; #elif defined(DEFORM) fragColor = texture(_qt_texture, fTex) * fColor * qt_Opacity; #elif defined(COLOR) fragColor = texture(_qt_texture, gl_PointCoord) * fColor * qt_Opacity; #else fragColor = texture(_qt_texture, gl_PointCoord) * fFade * qt_Opacity; #endif }