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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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24 lines
536 B
GLSL
24 lines
536 B
GLSL
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in vec3 Tex;
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in vec4 viewpos;
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out vec4 FragColor;
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uniform vec4 highlightcolor;
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uniform vec4 fogsettings;
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uniform vec4 fogcolor;
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uniform samplerCube texture1;
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void main()
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{
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vec4 ncolor = texture(texture1, Tex);
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FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), 1.0);
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) FragColor = mix(FragColor, fogcolor, clamp((-viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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