#version 130 | |
uniform sampler2D texSampler2D; | |
varying vec4 color; | |
varying float alpha; | |
varying vec4 gl_TexCoord[6]; | |
varying vec4 userIn[2]; | |
uniform int a, b; | |
void main() | |
{ | |
vec4 texColor = texture2D(texSampler2D, vec2(userIn[b] + gl_TexCoord[a] + gl_TexCoord[5])); | |
texColor += color; | |
texColor.a = alpha; | |
gl_FragColor = gl_TexCoord[0] + gl_TexCoord[b] + texColor + userIn[a]; | |
} |