uniform sampler2D sampler; uniform vec4 geometryColor; uniform float u_opacity; uniform int u_mirror; uniform int u_untextured; varying vec2 texcoord0; vec2 mirrorTex(vec2 coords) { vec2 mirrored = coords; if (u_mirror != 0) { mirrored.t = mirrored.t * (-1.0) + 1.0; } return mirrored; } void main() { vec4 color = geometryColor; vec2 texCoord = mirrorTex(texcoord0); vec4 tex = texture2D(sampler, texCoord); if (texCoord.s < 0.0 || texCoord.s > 1.0 || texCoord.t < 0.0 || texCoord.t > 1.0 || u_untextured != 0) { tex = geometryColor; } color.rgb = tex.rgb*tex.a + color.rgb*(1.0-tex.a); color.a = u_opacity; gl_FragColor = color; }