quakeforge/libs/video/renderer/glsl/quakespr.frag
Bill Currie 928dd92276 Use 0.0 instead of 0.5 for t for palette lookups.
I realized it's pretty silly using colormap + palette when I can just
combine the two into one and have a 2D palette. This is in preparation for
that.
2012-01-14 20:51:43 +09:00

25 lines
556 B
GLSL

uniform sampler2D spritea;
uniform sampler2D spriteb;
uniform sampler2D palette;
varying float blend;
varying vec4 colora, colorb;
varying vec2 sta, stb;
void
main (void)
{
float pixa, pixb;
vec4 cola, colb;
vec4 col;
pixa = texture2D (spritea, sta).r;
pixb = texture2D (spriteb, stb).r;
if (pixa == 1.0 && pixb == 1.0)
discard;
cola = texture2D (palette, vec2 (pixa, 0.0)) * colora;
colb = texture2D (palette, vec2 (pixb, 0.0)) * colorb;
col = mix (cola, colb, blend);
if (col.a == 0.0)
discard;
gl_FragColor = col;
}