#version {VERSION} #ifdef GL_ES precision mediump float; #endif uniform float Blend; uniform vec3 Color; uniform sampler2D WorldTexture; #if __VERSION__ == 120 uniform vec2 WorldTextureSize; #else out vec4 fragColor; #endif void main() { #if __VERSION__ == 120 vec4 c = texture2D(WorldTexture, gl_FragCoord.xy / WorldTextureSize); #else vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0)); #endif c = vec4(Color, c.a) * Blend + c * (1.0 - Blend); #if __VERSION__ == 120 gl_FragColor = c; #else fragColor = c; #endif }