!!permu FRAMEBLEND !!permu SKELETAL !!permu FOG varying vec2 tc; varying float va; #ifdef VERTEX_SHADER #include "sys/skeletal.h" attribute vec2 v_texcoord; uniform vec3 e_eyepos; void main () { vec3 n; gl_Position = skeletaltransform_n(n); va = dot(n, vec3(0,0,10)); tc = v_texcoord; } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" uniform sampler2D s_t0; uniform vec4 e_colourident; void main () { vec4 col; col = texture2D(s_t0, tc); col.rgb -= 1 - e_colourident.a; col.a = (col.r + col.g + col.b)/3; //col.a -= 1 - e_colourident.a; if(col.a > 0.1) col.a = 1; else col.a = 0; col.rgb = 0.8*normalize(col.rgb) + 0.7*col.rgb; //col.rgb = vec3(0.5,0.5,0.5); //col.rgb = floor(col.rgb + 0.5); gl_FragColor = fog4(col); } #endif