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			53 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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| #pragma import_defines(FORCE_OPAQUE)
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| 
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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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| 
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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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| 
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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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| 
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| uniform bool useFalloff;
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| 
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| varying float passFalloff;
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| 
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| #include "vertexcolors.glsl"
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| #include "alpha.glsl"
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| 
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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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| 
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|     gl_FragData[0] *= getDiffuseColor();
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| 
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|     if (useFalloff)
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|         gl_FragData[0].a *= passFalloff;
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| 
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|     alphaTest();
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| 
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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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| 
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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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| 
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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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