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54 lines
1.1 KiB
GLSL
54 lines
1.1 KiB
GLSL
#version 120
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#pragma import_defines(FORCE_OPAQUE)
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#if @useGPUShader4
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#extension GL_EXT_gpu_shader4: require
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#endif
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#if @diffuseMap
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uniform sampler2D diffuseMap;
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varying vec2 diffuseMapUV;
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#endif
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#if @radialFog
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varying float euclideanDepth;
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#else
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varying float linearDepth;
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#endif
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uniform bool useFalloff;
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varying float passFalloff;
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#include "vertexcolors.glsl"
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#include "alpha.glsl"
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void main()
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{
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#if @diffuseMap
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gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
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gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, diffuseMapUV);
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#else
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gl_FragData[0] = vec4(1.0);
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#endif
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gl_FragData[0] *= getDiffuseColor();
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if (useFalloff)
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gl_FragData[0].a *= passFalloff;
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alphaTest();
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#if @radialFog
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float fogValue = clamp((euclideanDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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#else
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float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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#endif
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#if defined(FORCE_OPAQUE) && FORCE_OPAQUE
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gl_FragData[0].a = 1.0;
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#endif
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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}
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