11 lines
262 B
GLSL
11 lines
262 B
GLSL
|
uniform sampler2D color_emissive_texture;
|
||
|
|
||
|
varying vec4 vertex_ambient;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec4 texel = texture2D( color_emissive_texture, gl_TexCoord[0].xy );
|
||
|
gl_FragColor = (texel * vertex_ambient) + (texel * texel.a);
|
||
|
gl_FragColor.a = 1.0;
|
||
|
}
|