mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-12 00:01:43 +00:00
55e53b796d
The plan is to do interpolated sprites based on a discussion I had with LordHavoc about them: blending between the two sprite frames. He didn't mention it, but it looks like blending between the sprite frames' verts is necessary too.
25 lines
556 B
GLSL
25 lines
556 B
GLSL
uniform sampler2D spritea;
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uniform sampler2D spriteb;
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uniform sampler2D palette;
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varying float blend;
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varying vec4 colora, colorb;
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varying vec2 sta, stb;
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void
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main (void)
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{
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float pixa, pixb;
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vec4 cola, colb;
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vec4 col;
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pixa = texture2D (spritea, sta).r;
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pixb = texture2D (spriteb, stb).r;
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if (pixa == 1.0 && pixb == 1.0)
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discard;
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cola = texture2D (palette, vec2 (pixa, 0.5)) * colora;
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colb = texture2D (palette, vec2 (pixb, 0.5)) * colorb;
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col = mix (cola, colb, blend);
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if (col.a == 0.0)
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discard;
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gl_FragColor = col;
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}
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