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