uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_duration; uniform float u_time; uniform float u_time_end; uniform sampler2D texture; uniform bool is_shape; void main() { if(is_shape) { vec4 color = vec4(1.0, 0.0, 0.0, 1.0); gl_FragColor = gl_Color * color; } else { vec4 pixel = texture2D(texture, gl_TexCoord[0].xy); vec4 color = vec4(1.0, 0.0, 0.0, 1.0); gl_FragColor = gl_Color * color * pixel; } }