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20 lines
425 B
GLSL
20 lines
425 B
GLSL
precision mediump float;
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varying float v_lighting;
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varying vec4 v_occlusion;
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varying vec2 v_texcoord;
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varying vec3 v_colour;
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void main() {
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float u = v_texcoord.x;
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float v = v_texcoord.y;
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float a = v_occlusion.x;
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float b = v_occlusion.y;
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float c = v_occlusion.z;
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float d = v_occlusion.w;
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float g = v*(u*b + (1.0-u)*d) + (1.0-v)*(u*a + (1.0-u)*c);
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gl_FragColor = vec4(v_colour * (v_lighting * g), 1.0);
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}
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