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-rw-r--r--src/extras/shaders/leedsVehicle_blend_gl.inc34
1 files changed, 34 insertions, 0 deletions
diff --git a/src/extras/shaders/leedsVehicle_blend_gl.inc b/src/extras/shaders/leedsVehicle_blend_gl.inc
new file mode 100644
index 00000000..707afb10
--- /dev/null
+++ b/src/extras/shaders/leedsVehicle_blend_gl.inc
@@ -0,0 +1,34 @@
+const char *leedsVehicle_blend_frag_src =
+"uniform sampler2D tex0;\n"
+"uniform sampler2D tex1;\n"
+
+"uniform float u_fxparams;\n"
+
+"#define shininess (u_fxparams)\n"
+
+"FSIN vec4 v_color;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN vec2 v_tex1;\n"
+"FSIN float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" vec4 pass2 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
+" pass2.a *= shininess;\n"
+
+" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
+" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n"
+
+" // We simulate drawing this in two passes.\n"
+" // We premultiply alpha so render state should be one.\n"
+" vec4 color;\n"
+" color.rgb = pass1.rgb*pass1.a*(1.0-pass2.a) + pass2.rgb*pass2.a;\n"
+" color.a = pass1.a*(1.0-pass2.a) + pass2.a;\n"
+
+" DoAlphaTest(color.a);\n"
+
+" FRAGCOLOR(color);\n"
+"}\n"
+;