3 uniform sampler2D diffuseTex;
4 uniform bool texturingOn;
5 uniform bool lightingOn;
6 uniform mat4 texture_matrix;
7 uniform bool matTwoSided;
17 vec4 c = (matTwoSided && lightingOn && !gl_FrontFacing) ? fColorBack : fColor;
18 fragColor = texturingOn ? c * texture(diffuseTex, (vec4(fTexCoord, 0, 1) * texture_matrix).xy) : c;