10 lines
331 B
GLSL
10 lines
331 B
GLSL
uniform sampler2D color_tex;
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uniform sampler2D spec_emis_tex;
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void main() {
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vec2 coords = gl_TexCoord[0].xy;
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vec4 spec_emis = texture2D( spec_emis_tex, coords );
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if ( spec_emis.a < 0.1 )
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spec_emis.z = 0.0;
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vec3 tcolor = texture2D( color_tex, coords ).rgb;
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gl_FragColor = vec4(tcolor * spec_emis.z, 1.0);
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}
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