#version 330 layout(std140) uniform State { int u_alphaTest; float u_alphaRef; float u_fogStart; float u_fogEnd; float u_fogRange; float u_fogDisable; vec4 u_fogColor; }; uniform sampler2D tex0; uniform sampler2D tex1; uniform float u_coefficient; 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)); color.rgb = pass1.rgb*pass1.a + pass2.rgb; color.a = pass1.a; switch(u_alphaTest){ default: case 0: break; case 1: if(color.a < u_alphaRef) discard; break; case 2: if(color.a >= u_alphaRef) discard; break; } }