1// $LastChangedDate: 2009-12-14 13:08:18 -0500 (Mon, 14 Dec 2009) $
2// Vertex shader (aircraft, a=color.a).
3
4@include inc_aircraft_frag.glsl
5
6/*****************************************************************************
7 * Fragment shader.
8 *****************************************************************************/
9void main( void )
10{
11    // Compute fragment from texture and color.
12    if ( uni_glass )
13    {
14        gl_FragColor.rgb = vec3( 0.4, 0.4, 0.4 ) * var_lightIntensity;
15        gl_FragColor.a   = 0.6;
16    }
17    else
18    {
19        gl_FragColor = texture2D( uni_texture_0, gl_TexCoord[0].st );
20        gl_FragColor *= gl_Color;
21        gl_FragColor.rgb *= var_lightIntensity;
22    }
23
24    // Compute shadow.
25    @include inc_shadow_frag.glsl
26
27    // Compute fog.
28    @include inc_fog_frag.glsl
29
30    // Adjust transparency (exhaust flame).
31    gl_FragColor.a += uni_alphaBias;
32
33    // Compute brightness (final step).
34    @include inc_brightness_frag.glsl
35}
36