Files
OpenRA/glsl/shp.frag
2015-12-26 12:50:33 +00:00

27 lines
565 B
GLSL

uniform sampler2D DiffuseTexture, Palette;
uniform bool EnableDepthPreview;
varying vec4 vTexCoord;
varying vec4 vChannelMask;
varying vec4 vDepthMask;
void main()
{
vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
vec2 p = vec2(dot(x, vChannelMask), vTexCoord.p);
vec4 c = texture2D(Palette, p);
// Discard any transparent fragments (both color and depth)
if (c.a == 0.0)
discard;
if (EnableDepthPreview && length(vDepthMask) > 0.0)
{
float depth = dot(x, vDepthMask);
gl_FragColor = vec4(depth, depth, depth, 1);
}
else
gl_FragColor = c;
}