3 uniform sampler2D tex0; // liquid map
4 uniform vec4 liquidColor;
8 vec2 texCoord = gl_TexCoord[0].xy;
9 vec4 clr = texture2D(tex0, texCoord);
10 if (clr.a == 0.0) discard;
11 // if this is top of liquid, brighten it a little
13 float tsy = 1.0/textureSize(tex0, 0).y;
14 texCoord.y -= tsy; // up
15 if (texture2D(tex0, texCoord).a == 0.0) {
16 //clr.a = clamp(clr.a+0.3, 0.0, 1.0);
17 clr.r += clamp(clr.r+0.05, 0.0, 1.0);
18 clr.g += clamp(clr.g+0.05, 0.0, 1.0);
19 //clr = mix(liquidColor, clr, 0.3);
20 //clr = vec4(1.0, 1.0, 1.0, 1.0);
24 //gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);