2011-12-30 12:11:59 +00:00
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uniform sampler2D spritea;
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uniform sampler2D spriteb;
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uniform sampler2D palette;
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2012-01-29 01:27:28 +00:00
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uniform vec4 fog;
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2011-12-30 12:11:59 +00:00
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varying float blend;
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varying vec4 colora, colorb;
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varying vec2 sta, stb;
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2012-01-29 01:27:28 +00:00
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float
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sqr (float x)
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{
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return x * x;
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}
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vec4
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fogBlend (vec4 color)
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{
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float f;
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vec4 fog_color = vec4 (fog.rgb, 1.0);
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2012-07-17 10:10:10 +00:00
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f = exp (-sqr (fog.a * gl_FragCoord.z / gl_FragCoord.w));
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2012-07-17 10:08:36 +00:00
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return vec4 (mix (fog_color.rgb, color.rgb, f), color.a);
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2012-01-29 01:27:28 +00:00
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}
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2011-12-30 12:11:59 +00:00
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void
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main (void)
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{
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float pixa, pixb;
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vec4 cola, colb;
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vec4 col;
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pixa = texture2D (spritea, sta).r;
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pixb = texture2D (spriteb, stb).r;
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if (pixa == 1.0 && pixb == 1.0)
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discard;
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2012-01-14 11:51:43 +00:00
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cola = texture2D (palette, vec2 (pixa, 0.0)) * colora;
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colb = texture2D (palette, vec2 (pixb, 0.0)) * colorb;
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2011-12-30 12:11:59 +00:00
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col = mix (cola, colb, blend);
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if (col.a == 0.0)
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discard;
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2012-01-29 01:27:28 +00:00
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gl_FragColor = fogBlend (col);
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2011-12-30 12:11:59 +00:00
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}
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