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/wadsrc/static/shaders_gles/glsl/burn.fp · 249 B

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varying vec4 vTexCoord;
varying vec4 vColor;

void main()
{
	vec4 frag = vColor;

	vec4 t1 = texture2D(tex, vTexCoord.xy);
	vec4 t2 = texture2D(texture2, vec2(vTexCoord.x, 1.0-vTexCoord.y));
	
	gl_FragColor = frag * vec4(t1.r, t1.g, t1.b, t2.a);
}