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

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uniform sampler2D tex;
uniform sampler2D texture2;
in vec4 vTexCoord;
in vec4 vColor;
out vec4 FragColor;
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void main()
{
vec4 frag = vColor;
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vec4 t1 = texture2D(texture2, vTexCoord.xy);
vec4 t2 = texture2D(tex, vec2(vTexCoord.x, 1.0-vTexCoord.y));
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FragColor = frag * vec4(t1.r, t1.g, t1.b, t2.a);
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}