diff options
Diffstat (limited to 'src/ru/olamedia/asset')
-rw-r--r-- | src/ru/olamedia/asset/shader/block.fp | 24 | ||||
-rw-r--r-- | src/ru/olamedia/asset/shader/block.vp | 5 |
2 files changed, 13 insertions, 16 deletions
diff --git a/src/ru/olamedia/asset/shader/block.fp b/src/ru/olamedia/asset/shader/block.fp index d082e16..3134183 100644 --- a/src/ru/olamedia/asset/shader/block.fp +++ b/src/ru/olamedia/asset/shader/block.fp @@ -1,28 +1,24 @@ varying vec2 texCoord; -//vec4 frontColor; +varying vec4 frontColor; uniform sampler2D mesh_ActiveTexture; -vec4 frontColor = vec4(1.0); const vec4 texEnvColor = vec4(0.0); const vec4 zerov4 = vec4(0.0); const vec4 onev4 = vec4(1.0); -vec4 calcTexColor(in vec4 color, in vec4 texColor) { - color.rgb = mix(color.rgb, texEnvColor.rgb, texColor.rgb); - color.a *= texColor.a; - color = clamp(color, zerov4, onev4); - return color; -} - void main (void) { - vec4 texColor; - texColor = texture2D(mesh_ActiveTexture, texCoord.st); - if (texColor.a < 0.1f) discard; - vec4 color = calcTexColor(frontColor, texColor); - gl_FragColor = vec4(gl_FragColor.a) * gl_FragColor + vec4(1.0 - gl_FragColor.a) * texColor; + vec4 texColor = texture2D(mesh_ActiveTexture, texCoord.st); + if (texColor.a < 0.1) discard; + + vec4 color; + // mix(x, y, a) == x * ( 1 - a ) + y * a + // color.rgb = mix(frontColor.rgb, texEnvColor.rgb, texColor.rgb); + color.rgb = mix(texEnvColor.rgb, frontColor.rgb, texColor.rgb); + color.a = frontColor.a * texColor.a; + gl_FragColor = clamp(color, zerov4, onev4); }
\ No newline at end of file diff --git a/src/ru/olamedia/asset/shader/block.vp b/src/ru/olamedia/asset/shader/block.vp index 4994769..4e160c2 100644 --- a/src/ru/olamedia/asset/shader/block.vp +++ b/src/ru/olamedia/asset/shader/block.vp @@ -10,8 +10,8 @@ attribute vec4 mesh_colors; attribute vec2 mesh_texCoord; varying out vec4 position; -vec4 color; varying out vec2 texCoord; +varying out vec4 frontColor; void main(void) { @@ -21,5 +21,6 @@ void main(void) gl_Position = pmvMatrix[0] * position; - color = mesh_colors * sunColor; + frontColor = mesh_colors; + // frontColor = mesh_colors * sunColor; } |