head	1.1;
branch	1.1.1;
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	netbsd-11-0-RC7:1.1.1.1
	netbsd-11-0-RC6:1.1.1.1
	netbsd-11-0-RC5:1.1.1.1
	netbsd-11-0-RC4:1.1.1.1
	netbsd-11-0-RC3:1.1.1.1
	netbsd-11-0-RC2:1.1.1.1
	netbsd-11-0-RC1:1.1.1.1
	netbsd-11:1.1.1.1.0.10
	netbsd-11-base:1.1.1.1
	netbsd-10-1-RELEASE:1.1.1.1
	netbsd-8-3-RELEASE:1.1.1.1
	netbsd-9-4-RELEASE:1.1.1.1
	netbsd-10-0-RELEASE:1.1.1.1
	netbsd-10-0-RC6:1.1.1.1
	netbsd-10-0-RC5:1.1.1.1
	netbsd-10-0-RC4:1.1.1.1
	netbsd-10-0-RC3:1.1.1.1
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	netbsd-10:1.1.1.1.0.8
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	netbsd-9-2-RELEASE:1.1.1.1
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	netbsd-8-1-RELEASE:1.1.1.1
	netbsd-8-1-RC1:1.1.1.1
	mesa-demos-8-4-0:1.1.1.1
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	netbsd-7-1-RC1:1.1.1.1.2.2
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	netbsd-7-0-1-RELEASE:1.1.1.1.2.2
	netbsd-7-0:1.1.1.1.2.2.0.2
	netbsd-7-0-RELEASE:1.1.1.1.2.2
	netbsd-7-0-RC3:1.1.1.1.2.2
	netbsd-7-0-RC2:1.1.1.1.2.2
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	netbsd-7:1.1.1.1.0.2
	mesa-demos-8-2-0:1.1.1.1
	xorg:1.1.1;
locks; strict;
comment	@# @;


1.1
date	2014.12.16.06.01.19;	author mrg;	state Exp;
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	1.1.1.1;
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1.1.1.1
date	2014.12.16.06.01.19;	author mrg;	state Exp;
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	1.1.1.1.2.1;
next	;
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1.1.1.1.2.1
date	2014.12.16.06.01.19;	author snj;	state dead;
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1.1.1.1.2.2
date	2014.12.23.02.55.03;	author snj;	state Exp;
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desc
@@


1.1
log
@Initial revision
@
text
@// Multi-texture fragment shader
// Brian Paul

// Composite second texture over first.
// We're assuming the 2nd texture has a meaningful alpha channel.

uniform sampler2D tex1;
uniform sampler2D tex2;

void main()
{
   vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy);
   vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy);
   gl_FragColor = mix(t1, t2, t2.w);
}
@


1.1.1.1
log
@initial import of mesa-demos-8.2.0
@
text
@@


1.1.1.1.2.1
log
@file multitex.frag was added on branch netbsd-7 on 2014-12-23 02:55:03 +0000
@
text
@d1 15
@


1.1.1.1.2.2
log
@Apply patch (requested by mrg in ticket 341):
Add split-out versions of glu-9.0.0, glw-8.0.0, and mesa-demos-8.2.0.
@
text
@a0 15
// Multi-texture fragment shader
// Brian Paul

// Composite second texture over first.
// We're assuming the 2nd texture has a meaningful alpha channel.

uniform sampler2D tex1;
uniform sampler2D tex2;

void main()
{
   vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy);
   vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy);
   gl_FragColor = mix(t1, t2, t2.w);
}
@


