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-rw-r--r--src/extras/shaders/leedsDefault.frag46
1 files changed, 46 insertions, 0 deletions
diff --git a/src/extras/shaders/leedsDefault.frag b/src/extras/shaders/leedsDefault.frag
new file mode 100644
index 00000000..4284fb7a
--- /dev/null
+++ b/src/extras/shaders/leedsDefault.frag
@@ -0,0 +1,46 @@
+uniform sampler2D tex0;
+uniform sampler2D tex1;
+
+uniform float u_shininess;
+uniform vec4 u_colorscale;
+
+FSIN vec4 v_color;
+FSIN vec2 v_tex0;
+#if defined(PASS_BLEND) || defined(PASS_ADD)
+FSIN vec2 v_tex1;
+#endif
+FSIN float v_fog;
+
+void
+main(void)
+{
+ vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y))*u_colorscale;
+ pass1.rgb = clamp(pass1.rgb, 0.0, 1.0);
+ pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
+
+ vec4 color;
+#if defined(PASS_BLEND) || defined(PASS_ADD)
+ vec4 pass2 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
+ pass2.a *= u_shininess;
+ pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);
+
+ // We simulate drawing this in two passes.
+#if defined(PASS_ADD)
+ // First pass with standard blending, second with addition
+ // We premultiply alpha so render state should be one.
+ color.rgb = pass1.rgb*pass1.a + pass2.rgb*pass2.a;
+ color.a = pass1.a;
+#elif defined(PASS_BLEND)
+ // We premultiply alpha so render state should be one.
+ color.rgb = pass1.rgb*pass1.a*(1.0-pass2.a) + pass2.rgb*pass2.a;
+ color.a = pass1.a*(1.0-pass2.a) + pass2.a;
+#endif
+
+#else
+ color = pass1;
+#endif
+
+ DoAlphaTest(color.a);
+
+ FRAGCOLOR(color);
+}