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2026-03-08 15:37:55 -05:00

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// __multiversion__
// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
// To use centroid sampling we need to have version 300 es shaders, which requires changing:
// attribute to in
// varying to out when in vertex shaders or in when in fragment shaders
// defining an out vec4 FragColor and replacing uses of gl_FragColor with FragColor
// texture2D to texture
#if __VERSION__ >= 300
// version 300 code
#define varying in
#define texture2D texture
out vec4 FragColor;
#define gl_FragColor FragColor
#else
// version 100 code
#endif
varying vec2 uv0;
varying vec2 uv1;
varying vec4 color;
#ifdef FOG
varying vec4 fogColor;
#endif
uniform sampler2D TEXTURE_0;
uniform sampler2D TEXTURE_1;
void main()
{
vec4 diffuse = texture2D( TEXTURE_0, uv0 ) * texture2D( TEXTURE_1, uv1 );
#ifdef ALPHA_TEST
if(diffuse.a < 0.5)
discard;
#endif
diffuse *= color;
#ifdef FOG
diffuse.rgb = mix( diffuse.rgb, fogColor.rgb, fogColor.a );
#endif
gl_FragColor.rgba = diffuse;
}