#### Tyler D. Anderson

##### Member

Code:

```
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
float two = 2.;
gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord ) * two;
}
```

Code:

```
precision mediump float;
#define LOWPREC lowp
// Uniforms look like they're shared between vertex and fragment shaders in GLSL, so we have to be careful to avoid name clashes
uniform sampler2D gm_BaseTexture;
uniform bool gm_PS_FogEnabled;
uniform vec4 gm_FogColour;
uniform bool gm_AlphaTestEnabled;
uniform float gm_AlphaRefValue;
void DoAlphaTest(vec4 SrcColour)
{
if (gm_AlphaTestEnabled)
{
if (SrcColour.a <= gm_AlphaRefValue)
{
discard;
}
}
}
void DoFog(inout vec4 SrcColour, float fogval)
{
if (gm_PS_FogEnabled)
{
SrcColour = mix(SrcColour, gm_FogColour, clamp(fogval, 0.0, 1.0));
}
}
#define _YY_GLSLES_ 1
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
float two = 2.;
gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord ) * two;
}
```