bluecore/engine/data/ambient_color_emissive.frag

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;
}