forked from mirrors/principia
15 lines
306 B
GLSL
15 lines
306 B
GLSL
uniform lowp sampler2D tex_0;
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uniform lowp vec4 ao_mask2;
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UNIFORMS
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varying lowp float FS_diffuse;
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varying lowp vec2 FS_texcoord;
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VARYINGS
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void main(void)
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{
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lowp vec4 albedo;
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albedo = texture2D(tex_0, FS_texcoord);
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gl_FragColor = SHADOW*FS_diffuse*albedo + (_AMBIENT)*albedo*AMBIENT_OCCL2;
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}
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