librw/src/gl/shaders/matfx_env.frag

36 lines
739 B
GLSL

uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec2 u_fxparams;
uniform vec4 u_colorClamp;
#define shininess (u_fxparams.x)
#define disableFBA (u_fxparams.y)
FSIN vec4 v_color;
FSIN vec2 v_tex0;
FSIN vec2 v_tex1;
FSIN float v_fog;
void
main(void)
{
vec4 pass1 = v_color;
vec4 envColor = max(pass1, u_colorClamp);
pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec4 pass2 = envColor*shininess*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);
float fba = max(pass1.a, disableFBA);
vec4 color;
color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;
color.a = pass1.a;
DoAlphaTest(color.a);
FRAGCOLOR(color);
}