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0ad/binaries/data/mods/public/shaders/arb/overlayline.fp

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!!ARBfp1.0
PARAM objectColor = program.local[0];
TEMP base;
TEMP mask;
TEMP color;
// Combine base texture and color, using mask texture
TEX base, fragment.texcoord[0], texture[0], 2D;
TEX mask, fragment.texcoord[0], texture[1], 2D;
LRP color.rgb, mask, objectColor, base;
#ifdef IGNORE_LOS
MOV result.color.rgb, color;
#else
// Multiply RGB by LOS texture (alpha channel)
TEMP los;
TEX los, fragment.texcoord[1], texture[2], 2D;
MUL result.color.rgb, color, los.a;
#endif
// Use alpha from base texture, combined with the object color alpha.
// The latter is usually 1, so this basically comes down to base.a
MUL result.color.a, objectColor.a, base.a;
END