31 lines
583 B
GLSL
31 lines
583 B
GLSL
#ifdef OR_IN_OUT
|
|
in vec2 v_texCoord0;
|
|
#else
|
|
varying vec2 v_texCoord0;
|
|
#endif
|
|
|
|
uniform sampler2D tex0;
|
|
uniform sampler2D tex1;
|
|
|
|
#ifndef OR_GL_FRAGCOLOR
|
|
out vec4 o_color;
|
|
#endif
|
|
|
|
void main() {
|
|
#ifndef OR_GL_TEXTURE2D
|
|
vec4 src = texture(tex0, v_texCoord0);
|
|
vec4 dest = texture(tex1, v_texCoord0);
|
|
#else
|
|
vec4 src = texture2D(tex0, v_texCoord0);
|
|
vec4 dest = texture2D(tex1, v_texCoord0);
|
|
#endif
|
|
|
|
float lboth = src.a * dest.a;
|
|
vec4 result = src * lboth;
|
|
|
|
#ifdef OR_GL_FRAGCOLOR
|
|
gl_FragColor = result;
|
|
#else
|
|
o_color = result;
|
|
#endif
|
|
} |