q3rally/engine/code/renderergl2/glsl/generic_fp.glsl

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uniform sampler2D u_DiffuseMap;
uniform int u_AlphaTest;
varying vec2 var_DiffuseTex;
varying vec4 var_Color;
void main()
{
vec4 color = texture2D(u_DiffuseMap, var_DiffuseTex);
float alpha = color.a * var_Color.a;
if (u_AlphaTest == 1)
{
if (alpha == 0.0)
discard;
}
else if (u_AlphaTest == 2)
{
if (alpha >= 0.5)
discard;
}
else if (u_AlphaTest == 3)
{
if (alpha < 0.5)
discard;
}
gl_FragColor.rgb = color.rgb * var_Color.rgb;
gl_FragColor.a = alpha;
}