forked from enlightenment/efl
49 lines
1.2 KiB
Plaintext
49 lines
1.2 KiB
Plaintext
#ifdef ALPHA_TEST_ENABLED
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FRAGMENT_SHADER_USE_TEX_COORD
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#ifdef DIFFUSE
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#ifdef DIFFUSE_TEXTURE
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uniform sampler2D uTextureDiffuse0;
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uniform mat3 uTextureMatrixTransformDiffuse0;
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vec3 Tex0CoordDiffuse =
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vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;
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#endif //DIFFUSE_TEXTURE
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#ifdef DIFFUSE_TEXTURE_BLEND
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uniform sampler2D uTextureDiffuse1;
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uniform float uTextureDiffuseWeight;
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uniform mat3 uTextureMatrixTransformDiffuse1;
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vec3 Tex1CoordDiffuse =
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vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;
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#endif //DIFFUSE_TEXTURE_BLEND
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#endif //DIFFUSE
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#endif //ALPHA_TEST_ENABLED
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void main() {
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#ifndef NEED_TEX_COORD
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gl_FragColor = vec4(1);
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#endif
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#ifdef ALPHA_TEST_ENABLED
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#ifdef DIFFUSE_TEXTURE_BLEND
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gl_FragColor = (texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)) *
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uTextureDiffuseWeight + texture2D(uTextureDiffuse1, vec2(Tex1CoordDiffuse)) *
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(1.0 - uTextureDiffuseWeight));
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#else
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#ifdef DIFFUSE_TEXTURE
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gl_FragColor = texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)) ;
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#else
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gl_FragColor = vec4(1);
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#endif //DIFFUSE_TEXTURE
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#endif //DIFFUSE_TEXTURE_BLEND
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#endif //ALPHA_TEST_ENABLED
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gl_FragColor.r = gl_FragCoord.z;
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}
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