// // Fragment shader for procedural lighting // // Copyright (c) 2007 by Andrey Budko // // See gl_shader.c for license information // void DoFiltering() { vec2 pixel_c = vec2(rgbaBias) + vec2(rgbaScale) * texture2D(tex, texCoord).rg; final = vec4(texture2D(texColormap, vec2(pixel_c.r, cm)).rgb, pixel_c.g); }