mirror of
https://github.com/halpz/re3.git
synced 2025-02-26 11:12:11 +00:00
33 lines
729 B
GLSL
33 lines
729 B
GLSL
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
|
|
uniform float u_fxparams;
|
|
|
|
#define shininess (u_fxparams)
|
|
|
|
FSIN vec4 v_color;
|
|
FSIN vec2 v_tex0;
|
|
FSIN vec2 v_tex1;
|
|
FSIN float v_fog;
|
|
|
|
void
|
|
main(void)
|
|
{
|
|
vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
|
|
vec4 pass2 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
|
|
pass2.a *= shininess;
|
|
|
|
pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
|
|
pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);
|
|
|
|
// We simulate drawing this in two passes.
|
|
// We premultiply alpha so render state should be one.
|
|
vec4 color;
|
|
color.rgb = pass1.rgb*pass1.a*(1.0-pass2.a) + pass2.rgb*pass2.a;
|
|
color.a = pass1.a*(1.0-pass2.a) + pass2.a;
|
|
|
|
DoAlphaTest(color.a);
|
|
|
|
FRAGCOLOR(color);
|
|
}
|