#version 110 varying vec2 f_texcoord0; varying vec2 f_texcoord1; varying vec2 f_texcoord2; varying vec2 f_texcoord3; varying vec3 objectPosition; varying vec3 normal; varying vec3 viewNormal; varying vec4 vertexColor; varying vec3 tangent; varying vec3 bitangent; varying vec3 boneWeightsColored; uniform sampler2D DiffuseMap; uniform int isTransparent; #define gamma 2.2 void main() { vec4 fragColor = vec4(vec3(0), 1); vec4 diffuseMapColor = vec4(texture2D(DiffuseMap, f_texcoord0).rgb, 1); fragColor.rgb += diffuseMapColor.rgb; fragColor.a *= texture2D(DiffuseMap, f_texcoord0).a; if (isTransparent != 1) fragColor.a = 1.0; gl_FragColor = fragColor; }