//agf_include "vertex2fragment_uv2_color.glsl" uniform sampler2D agf_defaultTexture; uniform vec4 agf_defaultConstantColor; uniform float agf_defaultUseVertexColors; uniform vec4 agf_defaultUseTexture; void main() { vec4 texelColor = texture2D(agf_defaultTexture, vertOut_UV); vec4 baseColor = mix(agf_defaultConstantColor, vertOut_Color, agf_defaultUseVertexColors); vec4 finalColor = mix(baseColor, texelColor, agf_defaultUseTexture[0]); gl_FragColor = finalColor; }