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@rayyee
Forked from prespondek/lmap_blend1.vert
Last active August 29, 2015 14:20
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attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec2 a_texCoord1;
attribute vec2 a_texCoord2;
attribute vec4 a_color;
varying vec4 v_color;
varying vec2 v_texture_coord;
varying vec2 v_texture_coord1;
varying vec2 v_texture_coord2;
void main(void)
{
gl_Position = CC_MVPMatrix * a_position;
v_texture_coord = a_texCoord;
v_texture_coord.y = (1.0 - v_texture_coord.y);
v_texture_coord1 = a_texCoord1;
v_texture_coord1.y = (1.0 - v_texture_coord1.y);
v_texture_coord2 = a_texCoord2;
v_texture_coord2.y = (1.0 - v_texture_coord2.y);
v_color = a_color;
}
#ifdef GL_ES
varying mediump vec2 v_texture_coord;
varying mediump vec2 v_texture_coord1;
varying mediump vec2 v_texture_coord2;
varying mediump vec4 v_color;
#else
varying vec4 v_color;
varying vec2 v_texture_coord;
varying vec2 v_texture_coord1;
varying vec2 v_texture_coord2;
#endif
uniform sampler2D lightmap;
uniform sampler2D blend;
void main(void)
{
gl_FragColor = mix(texture2D(CC_Texture0, v_texture_coord),texture2D(blend, v_texture_coord1), v_color.r) * (texture2D(lightmap, v_texture_coord2) * 2.0);
}
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