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uniform sampler2D tex0;
uniform sampler2D tex1;
in vec4 v_color;
in vec4 v_reflcolor;
in vec2 v_tex0;
in vec2 v_tex1;
in float v_fog;
out vec4 color;
void
main(void)
{
vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec3 envmap = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)).rgb;
pass1.rgb = mix(pass1.rgb, envmap, v_reflcolor.a);
pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
// pass1.rgb += v_reflcolor.rgb * v_fog;
vec3 pass2 = v_reflcolor.rgb * v_fog;
color.rgb = pass1.rgb*pass1.a + pass2;
color.a = pass1.a;
// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
DoAlphaTest(color.a);
}
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