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varying vec2 texCoord;
varying vec4 frontColor;
uniform sampler2D mesh_ActiveTexture;
const vec4 texEnvColor = vec4(0.0);
const vec4 zerov4 = vec4(0.0);
const vec4 onev4 = vec4(1.0);
void main (void)
{
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);
}
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