redef var fragment_shader_source = """
precision mediump float;
// Input from the vertex shader
varying vec4 v_color;
// Does this particle use a texture?
uniform bool use_texture;
// Texture to apply on this particle
uniform sampler2D texture0;
void main()
{
if (use_texture) {
gl_FragColor = texture2D(texture0, gl_PointCoord) * v_color;
} else {
gl_FragColor = v_color;
}
}
""" @ glsl_fragment_shader
lib/gamnit/depth/particles.nit:255,2--275,28