Files
2018-07-17 14:15:37 +02:00

21 lines
455 B
Plaintext

#version 120
const int nLightCount = 2;
//Masks: R = Glow, G = Owner Color, B = Engine Glow
uniform sampler2D diffuse;
varying vec2 uv;
void main() {
//vec3 color = gl_FrontMaterial.diffuse.rgb;
vec3 texSamp = texture2D(diffuse, uv.xy).rgb;
float value = max(texSamp.r, max(texSamp.g, texSamp.b));
//Shrink value range
value = mix(0.5, 1.0, value);
gl_FragColor.rgb = value * vec3(0.1,0.1,1.0);
gl_FragColor.a = 1.0;
}