#version {VERSION} #ifdef GL_ES precision mediump float; #endif uniform vec3 Tint; 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(min(c.r * Tint.r, 1.0), min(c.g * Tint.g, 1.0), min(c.b * Tint.b, 1.0), c.a); #if __VERSION__ == 120 gl_FragColor = c; #else fragColor = c; #endif }