double-hit-balls/assets/transparencyPlusColor.fragment

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precision mediump float;
uniform sampler2D Texture;
uniform sampler2D TransparencyMask;
varying vec2 texCoord;
varying vec3 fragColor;
void main() {
vec3 color = normalize(texture2D(Texture,texCoord).rgb + fragColor);
gl_FragColor = vec4(color, texture2D(TransparencyMask, texCoord).a);
}