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uniform sampler2D decalTex;
uniform sampler2D shadeTex;
uniform sampler2DShadow shadowTex;
uniform vec4 groundAmbientColor;
uniform mat4 shadowMatrix;
uniform vec4 shadowParams;
uniform float shadowDensity;
varying vec4 vertexPos;
void main() {
vec2 p17 = vec2(shadowParams.z, shadowParams.z);
vec2 p18 = vec2(shadowParams.w, shadowParams.w);
vec4 vertexShadowPos = shadowMatrix * vertexPos;
vertexShadowPos.st *= (inversesqrt(abs(vertexShadowPos.st) + p17) + p18);
vertexShadowPos.st += shadowParams.xy;
float shadowInt = (1.0 - shadow2DProj(shadowTex, vertexShadowPos).r) * shadowDensity;
vec4 shadeInt;
vec4 decalInt;
vec4 shadeCol;
#if (HAVE_SHADING_TEX == 1)
shadeInt = texture2D(shadeTex, gl_TexCoord[1].st);
#else
shadeInt = vec4(1.0, 1.0, 1.0, 1.0);
#endif
shadowInt = 1.0 - (shadowInt * shadeInt.a);
decalInt = texture2D(decalTex, gl_TexCoord[0].st);
shadeCol = mix(groundAmbientColor, shadeInt, shadowInt);
gl_FragColor = decalInt * shadeCol;
gl_FragColor.a = decalInt.a * gl_Color.a;
}
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