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__shdBulbLightWithoutNormalMap.fsh 204 B

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  1. varying vec2 v_vTexcoord;
  2. varying vec4 v_vColour;
  3. uniform float u_fIntensity;
  4. void main()
  5. {
  6. gl_FragColor = v_vColour * texture2D(gm_BaseTexture, v_vTexcoord);
  7. gl_FragColor.rgb *= u_fIntensity;
  8. }