re3/src/extras/shaders/neoWorldIII.frag

26 lines
455 B
GLSL

uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_lightMap;
in vec4 v_color;
in vec2 v_tex0;
in vec2 v_tex1;
in float v_fog;
out vec4 color;
void
main(void)
{
vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
color = t0*v_color*(1 + u_lightMap*(2*t1-1));
color.a = v_color.a*t0.a*u_lightMap.a;
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
DoAlphaTest(color.a);
}