ioq3/code/renderergl2/glsl/generic_fp.glsl

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uniform sampler2D u_DiffuseMap;
#if defined(USE_LIGHTMAP)
uniform sampler2D u_LightMap;
uniform int u_Texture1Env;
#endif
varying vec2 var_DiffuseTex;
#if defined(USE_LIGHTMAP)
varying vec2 var_LightTex;
#endif
varying vec4 var_Color;
void main()
{
vec4 color = texture2D(u_DiffuseMap, var_DiffuseTex);
#if defined(USE_LIGHTMAP)
vec4 color2 = texture2D(u_LightMap, var_LightTex);
#if defined(RGBM_LIGHTMAP)
color2.rgb *= 32.0 * color2.a;
color2.a = 1.0;
#endif
if (u_Texture1Env == TEXENV_MODULATE)
{
color *= color2;
}
else if (u_Texture1Env == TEXENV_ADD)
{
color += color2;
}
else if (u_Texture1Env == TEXENV_REPLACE)
{
color = color2;
}
#endif
gl_FragColor = color * var_Color;
}