const char *leedsDefault_frag_src = "uniform sampler2D tex0;\n" "uniform sampler2D tex1;\n" "uniform float u_shininess;\n" "uniform vec4 u_colorscale;\n" "FSIN vec4 v_color;\n" "FSIN vec2 v_tex0;\n" "#if defined(PASS_BLEND) || defined(PASS_ADD)\n" "FSIN vec2 v_tex1;\n" "#endif\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))*u_colorscale;\n" " pass1.rgb = clamp(pass1.rgb, 0.0, 1.0);\n" " pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n" " vec4 color;\n" "#if defined(PASS_BLEND) || defined(PASS_ADD)\n" " vec4 pass2 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n" " pass2.a *= u_shininess;\n" " pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n" " // We simulate drawing this in two passes.\n" "#if defined(PASS_ADD)\n" " // First pass with standard blending, second with addition\n" " // We premultiply alpha so render state should be one.\n" " color.rgb = pass1.rgb*pass1.a + pass2.rgb*pass2.a;\n" " color.a = pass1.a;\n" "#elif defined(PASS_BLEND)\n" " // We premultiply alpha so render state should be one.\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" "#endif\n" "#else\n" " color = pass1;\n" "#endif\n" " DoAlphaTest(color.a);\n" " FRAGCOLOR(color);\n" "}\n" ;