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); }