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

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uniform sampler2D texture2;
vec4 Process(vec4 color)
{
vec4 brightpix = desaturate(texture2D(texture2, gl_TexCoord[0].st));
vec4 texel = getTexel(gl_TexCoord[0].st);
return vec4(texel.rgb * min (color.rgb + brightpix.rgb, 1.0), texel.a*color.a);
}