#version 300 es #extension GL_ARB_shading_language_include : enable precision highp float; in vec2 v_texcoord; uniform sampler2D tex; uniform float alpha; #include "discard.glsl" #include "tint.glsl" #include "rounding.glsl" #include "surface_CM.glsl" layout(location = 0) out vec4 fragColor; void main() { #include "get_rgb_pixel.glsl" #include "do_discard.glsl" #include "do_CM.glsl" #include "do_tint.glsl" #include "do_rounding.glsl" fragColor = pixColor * alpha; }