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uniform sampler2D Texture;
uniform sampler2D lightTexture;
uniform bool antialias;
uniform bool useLightTexture;
uniform float scale;
varying vec2 varCoord0;
varying vec2 varCoord1;
varying vec4 color;
varying vec4 secondaryColor;
void main()
{
vec4 c11 = texture2D(Texture, varCoord0.xy);
//gl_FragColor = c11;
//if (gl_FragColor.a<0.001) discard;
vec3 col;
if (useLightTexture) {
vec4 texture1 = texture2D (lightTexture, varCoord1.xy);
col = texture1.rgb * c11.rgb;
} else {
col = color.rgb * c11.rgb;
}
col += vec3(secondaryColor);
gl_FragColor = vec4 (col, color.a * c11.a);
}
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