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Simple spheremapping GLSL fragment shader for Neo
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uniform vec4 FogColor; | |
uniform float FogEnd; | |
uniform float FogScale; | |
uniform vec3 MaterialEmit; | |
uniform float MaterialShininess; | |
uniform float MaterialOpacity; | |
uniform vec4 LightPosition[4]; | |
uniform vec3 LightDiffuseProduct[4]; | |
uniform vec3 LightSpecularProduct[4]; | |
uniform float LightConstantAttenuation[4]; | |
uniform float LightQuadraticAttenuation[4]; | |
uniform bool LightActive[4]; | |
uniform sampler2D Texture[8]; | |
varying vec3 position, normal; | |
void main() | |
{ | |
vec4 env = texture2D(Texture[0], gl_TexCoord[1].st); | |
env.a = 0.5; | |
gl_FragColor = env; | |
} |
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