#if PLATFORM_USES_GLES precision highp float; #else // #version 120 at the beginning is added in FSlateOpenGLShader::CompileShader() #extension GL_EXT_gpu_shader4 : enable #endif varying vec2 textureCoordinate; uniform sampler2D SplashTexture; void main() { // OpenGL has 0,0 the "math" way vec2 tc = vec2(textureCoordinate.s, 1.0-textureCoordinate.t); gl_FragColor = texture2D(SplashTexture, tc); }