2020-04-26 19:33:43 +02:00
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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2020-05-27 10:26:28 +02:00
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uniform vec2 u_fxparams;
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2020-04-29 21:31:29 +02:00
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uniform vec4 u_colorClamp;
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2016-07-19 18:40:10 +02:00
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2020-05-27 10:26:28 +02:00
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#define shininess (u_fxparams.x)
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#define disableFBA (u_fxparams.y)
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2020-11-18 10:02:14 +01:00
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FSIN vec4 v_color;
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FSIN vec2 v_tex0;
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FSIN vec2 v_tex1;
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FSIN float v_fog;
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2016-07-19 18:40:10 +02:00
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void
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main(void)
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{
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2020-04-26 19:33:43 +02:00
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vec4 pass1 = v_color;
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2020-05-27 10:26:28 +02:00
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vec4 envColor = max(pass1, u_colorClamp);
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2020-04-26 19:33:43 +02:00
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pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
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2020-04-29 21:31:29 +02:00
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2020-05-27 10:26:28 +02:00
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vec4 pass2 = envColor*shininess*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
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2020-04-26 19:33:43 +02:00
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2020-04-29 21:31:29 +02:00
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pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
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pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);
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2020-05-27 10:26:28 +02:00
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float fba = max(pass1.a, disableFBA);
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2020-11-18 10:02:14 +01:00
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vec4 color;
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2020-05-27 10:26:28 +02:00
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color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;
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2020-04-26 19:33:43 +02:00
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color.a = pass1.a;
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2020-05-14 11:54:20 +02:00
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DoAlphaTest(color.a);
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2020-11-18 10:02:14 +01:00
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FRAGCOLOR(color);
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2016-07-19 18:40:10 +02:00
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}
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