uniform sampler2D TextureSampler; uniform sampler2D OverlaySampler; uniform vec2 OverlayScroll; void main() { vec4 tex = gl_Color * texture2D(TextureSampler, gl_TexCoord[0].xy); vec4 tex2 = gl_Color * texture2D(OverlaySampler, OverlayScroll + gl_TexCoord[0].xy); float fadeSpeed = tex2.x; //texture2D(OverlaySampler, OverlayScroll + gl_TexCoord[1].xy).x; vec4 color = tex; color *= clamp((tex.a - fadeSpeed) * 2.5 + 1.0,0.0,1.0); gl_FragColor = color; //gl_Color * tex; //texture2D(TextureSampler, gl_TexCoord[0].xy); } //float2 OverlayScroll; //sampler TextureSampler : register(s0); //sampler OverlaySampler : register(s1); //float4 main(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 //{ //// Look up the texture color. //float4 tex = tex2D(TextureSampler, texCoord); // Look up the fade speed from the scrolling overlay texture. //float fadeSpeed = tex2D(OverlaySampler, OverlayScroll + texCoord).x; // Apply a combination of the input color alpha and the fade speed. //tex *= saturate((color.a - fadeSpeed) * 2.5 + 1); //return tex; //}