Files
Terrarum/src/shaders/rgbxmul.frag

24 lines
544 B
GLSL

#ifdef GL_ES
precision mediump float;
#endif
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
uniform sampler2D tex1; // lightmap texture
uniform vec2 tex1Offset;
uniform vec2 tex1Resolution;
out vec4 fragColor;
void main() {
vec4 colorTex0 = texture(u_texture, v_texCoords + vec2(0.5, 0.5)); // world texture
vec4 colorTex1 = texture(tex1, v_texCoords); // lightmap (RGBA)
colorTex1 = vec4(colorTex1.xyz, 1.0);
fragColor = colorTex0 * colorTex1;
}