mirror of
https://github.com/curioustorvald/Terrarum.git
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20 lines
569 B
GLSL
20 lines
569 B
GLSL
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#ifdef GL_ES
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precision mediump float;
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#endif
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in vec4 v_color;
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in vec2 v_texCoords;
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uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
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uniform sampler2D tex1; // glow texture, SHOULD contain alpha of all 1.0
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out vec4 fragColor;
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const vec2 boolean = vec2(0.0, 1.0);
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void main(void) {
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vec4 colorTex0 = texture(u_texture, v_texCoords); // lightmap (RGB) pre-mixed
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vec4 colorTex1 = texture(tex1, v_texCoords); // lightmap (A) pre-mixed
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fragColor = fma(max(colorTex0, colorTex1), boolean.yyyx, colorTex0 * boolean.xxxy);
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} |