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model:
compile


			vertex 
attribute highp vec4 POSITION; attribute vec4 COLOR; attribute vec2 TEXCOORD_1; uniform mat4 WORLDVIEWPROJ; varying vec4 color; varying vec2 uv1; void main(){ color = COLOR; uv1 = TEXCOORD_1; gl_Position = WORLDVIEWPROJ * POSITION; }

fragment
#extension GL_OES_standard_derivatives : enable precision mediump float; uniform sampler2D TEXTURE_1; varying vec4 color; varying vec2 uv1; void main(){ vec4 diffuse = color; diffuse *= texture2D(TEXTURE_1, uv1); gl_FragColor = diffuse; }
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#extension GL_OES_standard_derivatives : enable
attribute highp vec4 POSITION;
attribute highp vec4 COLOR;
attribute highp vec2 TEXCOORD_1;
uniform highp float TIME;
uniform highp vec4 FOG_COLOR;
uniform highp vec4 CURRENT_COLOR;
uniform highp mat4 WORLDVIEWPROJ;
uniform sampler2D TEXTURE_0;
uniform sampler2D TEXTURE_1;