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fteqw/engine/shaders/vulkan/defaultadditivesprite.glsl

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!!permu FOG
!!samps 1
!!argf MASK=0
!!cvarb r_fog_exp2=true
//used by both particles and sprites.
//note the fog blending mode is all that differs from defaultadditivesprite
#include "sys/defs.h"
#include "sys/fog.h"
layout(location=0) varying vec2 tc;
layout(location=1) varying vec4 vc;
#ifdef VERTEX_SHADER
void main ()
{
tc = v_texcoord;
vc = v_colour;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main ()
{
vec4 col = texture2D(s_t0, tc);
if (arg_MASK!=0.0 && col.a < float(arg_MASK))
discard;
gl_FragColor = fog4additive(col * vc * e_colourident);
}
#endif