nuclide/freecs/glsl/defaultwall.glsl

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!!ver 110
!!samps diffuse lightmap
#include "sys/defs.h"
varying vec2 tex_c;
varying vec2 lm_c;
#ifdef VERTEX_SHADER
void main ()
{
tex_c = v_texcoord;
lm_c = v_lmcoord;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main ( void )
{
vec4 diffuse_f = texture2D( s_diffuse, tex_c );
if ( diffuse_f.a < 0.5 ) {
discard;
}
diffuse_f.rgb *= texture2D( s_lightmap, lm_c ).rgb * e_lmscale.rgb;
diffuse_f *= e_colourident;
gl_FragColor = diffuse_f;
}
#endif