20 lines
399 B
GLSL
20 lines
399 B
GLSL
#version 110
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uniform sampler2DShadow depth_texture;
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varying vec4 shadow;
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varying vec4 color;
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uniform float solid_color;
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uniform sampler2D current_texture;
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void main (void){
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vec4 c;
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if(solid_color > 0.5){
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c = color;
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}else{
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c = texture2D(current_texture, gl_TexCoord[0].st);
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}
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c = color;
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gl_FragColor = (shadow + (gl_Color - shadow) * shadow2DProj(depth_texture, gl_TexCoord[1])) * c;
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}
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