qzdoom/wadsrc/static/shaders/glsl/burn.fp
2014-05-12 22:24:26 +02:00

12 lines
271 B
GLSL

uniform sampler2D tex;
uniform sampler2D texture2;
void main()
{
vec4 frag = gl_Color;
vec4 t1 = texture2D(texture2, gl_TexCoord[0].xy);
vec4 t2 = texture2D(tex, vec2(gl_TexCoord[0].x, 1.0-gl_TexCoord[0].y));
gl_FragColor = frag * vec4(t1.r, t1.g, t1.b, t2.a);
}