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fgdata/Shaders/rain-layer-ALS.frag

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435 B
GLSL

uniform sampler2D baseTexture;
varying float fogFactor;
varying vec3 hazeColor;
uniform bool is_lightning;
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
vec4 finalColor = base * gl_Color;
if (is_lightning==0)
{gl_FragColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor );}
else
{gl_FragColor.rgb = finalColor;}
gl_FragColor.a = mix(0.0, finalColor.a, fogFactor);
}