Created
December 22, 2012 01:35
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smooth in vec2 texCoord; | |
varying vec4 lightColor; | |
uniform sampler2D mesh_ActiveTexture; | |
void main (void) | |
{ | |
vec4 texColor; | |
//if(0.0 <= texCoord.t && texCoord.t<=1.0) { | |
texColor = texture2D(mesh_ActiveTexture, texCoord.st); | |
//} else { | |
// texColor = vec4(1, 1, 1, 1); | |
//} | |
// mix frontColor with texture .. | |
//texColor = vec4(vec3(lightColor*texColor), texColor.a); | |
if (!gl_FrontFacing) discard; | |
if (texColor.a < 0.1f) discard; | |
// SrcFactor * gl_FragColor + DstFactor * pixel_color; | |
// gl_FragColor = mix(gl_FragColor, texColor, texColor.a);// vec4(frontColor*texColor); | |
gl_FragColor = vec4(gl_FragColor.a) * gl_FragColor + vec4(1.0 - gl_FragColor.a) * texColor; | |
} |
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