uniform sampler2D tex0; uniform sampler2D tex1; uniform float u_coefficient; uniform vec4 u_colorClamp; in vec4 v_color; in vec2 v_tex0; in vec2 v_tex1; in float v_fog; out vec4 color; void main(void) { vec4 pass1 = v_color; vec4 envColor = pass1; // TODO: colorClamp pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); vec4 pass2 = envColor*u_coefficient*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)); pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog); pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog); color.rgb = pass1.rgb*pass1.a + pass2.rgb; color.a = pass1.a; DoAlphaTest(color.a); }