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binaries/data/mods/public/shaders/glsl/overlayline.fs
Property | Old Value | New Value |
---|---|---|
svn:eol-style | null | native \ No newline at end of property |
#version 120 | |||||
uniform sampler2D baseTex; | |||||
uniform sampler2D maskTex; | |||||
uniform sampler2D losTex; | |||||
#if USE_OBJECTCOLOR | |||||
uniform vec4 objectColor; | |||||
#else | |||||
varying vec4 v_color; | |||||
#endif | |||||
varying vec2 v_tex; | |||||
varying vec2 v_los; | |||||
void main() | |||||
{ | |||||
#if USE_OBJECTCOLOR | |||||
vec3 color = objectColor.rgb; | |||||
float alpha = objectColor.a; | |||||
#else | |||||
vec3 color = v_color.rgb; | |||||
float alpha = v_color.a; | |||||
#endif | |||||
vec4 base = texture2D(baseTex, v_tex); | |||||
vec4 mask = texture2D(maskTex, v_tex); | |||||
color = mix(base.rgb, color, mask.r); | |||||
#if !IGNORE_LOS | |||||
float los = texture2D(losTex, v_los).a; | |||||
los = los < 0.03 ? 0.0 : los; | |||||
color *= los; | |||||
#endif | |||||
gl_FragColor = vec4(color, alpha * base.a); | |||||
} |
Wildfire Games · Phabricator