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44 lines
No EOL
756 B
GLSL
44 lines
No EOL
756 B
GLSL
!!permu FRAMEBLEND
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!!permu SKELETAL
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!!permu FOG
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varying vec2 tc;
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varying float va;
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#ifdef VERTEX_SHADER
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#include "sys/skeletal.h"
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attribute vec2 v_texcoord;
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uniform vec3 e_eyepos;
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void main ()
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{
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vec3 n;
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gl_Position = skeletaltransform_n(n);
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va = dot(n, vec3(0,0,10));
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tc = v_texcoord;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#include "sys/fog.h"
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uniform sampler2D s_t0;
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uniform vec4 e_colourident;
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void main ()
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{
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vec4 col;
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col = texture2D(s_t0, tc);
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col.rgb -= 1 - e_colourident.a;
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col.a = (col.r + col.g + col.b)/3;
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//col.a -= 1 - e_colourident.a;
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if(col.a > 0.1)
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col.a = 1;
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else
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col.a = 0;
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col.rgb = 0.8*normalize(col.rgb) + 0.7*col.rgb;
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//col.rgb = vec3(0.5,0.5,0.5);
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//col.rgb = floor(col.rgb + 0.5);
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gl_FragColor = fog4(col);
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}
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#endif |