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

16 lines
302 B
GLSL

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