2021-01-10 10:59:51 +00:00
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform float u_fxparams;
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2021-01-19 10:38:51 +00:00
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uniform vec4 u_colorscale;
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2021-01-10 10:59:51 +00:00
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#define shininess (u_fxparams)
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FSIN vec4 v_color;
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FSIN vec2 v_tex0;
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2021-01-19 10:38:51 +00:00
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#if defined(PASS_BLEND) || defined(PASS_ADD)
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2021-01-10 10:59:51 +00:00
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FSIN vec2 v_tex1;
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2021-01-19 10:38:51 +00:00
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#endif
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2021-01-10 10:59:51 +00:00
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FSIN float v_fog;
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void
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main(void)
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{
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2021-01-19 10:38:51 +00:00
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vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y))*u_colorscale;
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pass1.rgb = clamp(pass1.rgb, 0.0, 1.0);
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pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
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vec4 color;
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#if defined(PASS_BLEND) || defined(PASS_ADD)
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2021-01-10 10:59:51 +00:00
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vec4 pass2 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
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pass2.a *= shininess;
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pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);
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// We simulate drawing this in two passes.
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2021-01-19 10:38:51 +00:00
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#if defined(PASS_ADD)
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// First pass with standard blending, second with addition
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// We premultiply alpha so render state should be one.
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color.rgb = pass1.rgb*pass1.a + pass2.rgb*pass2.a;
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color.a = pass1.a;
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#elif defined(PASS_BLEND)
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2021-01-10 10:59:51 +00:00
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// We premultiply alpha so render state should be one.
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color.rgb = pass1.rgb*pass1.a*(1.0-pass2.a) + pass2.rgb*pass2.a;
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color.a = pass1.a*(1.0-pass2.a) + pass2.a;
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2021-01-19 10:38:51 +00:00
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#endif
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#else
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color = pass1;
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#endif
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2021-01-10 10:59:51 +00:00
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DoAlphaTest(color.a);
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FRAGCOLOR(color);
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}
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