!!permu FRAMEBLEND !!permu SKELETAL !!permu FOG varying vec2 tc; //varying float va; #ifdef VERTEX_SHADER #include "sys/skeletal.h" attribute vec2 v_texcoord; //attribute vec4 v_colour; uniform vec3 e_eyepos; void main () { vec3 n; gl_Position = skeletaltransform_n(n); tc = v_texcoord; //va = v_colour.a; } #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.a -= 1 - e_colourident.a; if(col.a > 0.1) col.a = 1; else col.a = 0; gl_FragColor = fog4(col); } #endif