precision highp float; #include #include in vec2 v_uv; uniform OutlineFrag { vec4 baseColor; }; #if USE_BASE_COLOR_MAP uniform sampler2D baseColorMap; #endif vec4 frag () { vec4 color = baseColor * cc_mainLitColor; #if USE_BASE_COLOR_MAP vec4 texColor = texture(baseColorMap, v_uv); texColor.rgb = SRGBToLinear(texColor.rgb); color *= texColor; #endif return CCFragOutput(vec4(color.rgb, 1.0)); }