//======= Copyright (c) 2015-2022 Vera Visions LLC. All rights reserved. ======= // // Purpose: // // Scrolling shader for patches that get blended on top of existing geometry // with vertex colors defining fading out //============================================================================== !!ver 110 !!samps diffuse #include "sys/defs.h" varying vec2 tex1_c; varying vec2 tex2_c; varying vec4 vex_color; #ifdef VERTEX_SHADER void main ( void ) { tex1_c = v_texcoord + vec2(e_time * 0.25, e_time * 0.25); tex2_c = v_texcoord * 0.5 + vec2(e_time * 0.1, e_time * 0.2); vex_color = v_colour; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER void main ( void ) { vec3 diffuse_f = texture2D( s_diffuse, tex1_c ).rgb * vex_color.a; diffuse_f *= texture2D( s_diffuse, tex2_c ).rgb * vex_color.a; gl_FragColor = vec4(diffuse_f, 1.0); } #endif