qzdoom/wadsrc/static/shaders_gles/glsl/burn.fp

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varying vec4 vTexCoord;
varying vec4 vColor;
void main()
{
vec4 frag = vColor;
vec4 t1 = texture2D(tex, vTexCoord.xy);
vec4 t2 = texture2D(texture2, vec2(vTexCoord.x, 1.0-vTexCoord.y));
gl_FragColor = frag * vec4(t1.r, t1.g, t1.b, t2.a);
}