valve/zpak001.pk3dir/glsl/defaultadditivesprite.glsl

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!!permu FOG
!!samps 1
#include "sys/fog.h"
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
attribute vec4 v_colour;
varying vec2 tc;
varying vec4 vc;
void main ()
{
tc = v_texcoord;
vc = v_colour;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
varying vec2 tc;
varying vec4 vc;
uniform vec4 e_colourident;
void main ()
{
vec4 diffuse_f = texture2D(s_t0, tc);
gl_FragColor = fog4additive(diffuse_f * vc * e_colourident);
}
#endif