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26 lines
481 B
GLSL
26 lines
481 B
GLSL
uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform vec4 u_lightMap;
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FSIN vec4 v_color;
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FSIN vec2 v_tex0;
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FSIN vec2 v_tex1;
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FSIN float v_fog;
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void
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main(void)
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{
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vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
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vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
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vec4 color;
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color = t0*v_color*(1.0 + u_lightMap*(t1-1.0));
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color.a = v_color.a*t0.a*u_lightMap.a;
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color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
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DoAlphaTest(color.a);
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FRAGCOLOR(color);
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}
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