forked from Mirrorlandia_minetest/minetest
28841961ba
* Clean draw_*() arguments * Split rendering core * Add anaglyph 3D * Interlaced 3D * Drop obsolete methods
22 lines
470 B
GLSL
22 lines
470 B
GLSL
uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D textureFlags;
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#define leftImage baseTexture
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#define rightImage normalTexture
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#define maskImage textureFlags
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void main(void)
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{
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vec2 uv = gl_TexCoord[0].st;
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vec4 left = texture2D(leftImage, uv).rgba;
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vec4 right = texture2D(rightImage, uv).rgba;
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vec4 mask = texture2D(maskImage, uv).rgba;
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vec4 color;
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if (mask.r > 0.5)
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color = right;
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else
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color = left;
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gl_FragColor = color;
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}
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