mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-29 23:22:32 +00:00
515 lines
No EOL
14 KiB
GLSL
Executable file
515 lines
No EOL
14 KiB
GLSL
Executable file
uniforms
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{
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mat4 world;
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mat4 view;
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mat4 projection;
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mat4 modelnormal;
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vec4 campos;
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vec4 highlightcolor;
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vec4 stencilColor;
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float desaturation;
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vec4 fogsettings;
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vec4 fogcolor;
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vec4 sectorfogcolor;
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vec4 vertexColor;
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sampler2D texture1;
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sampler2D texture2;
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sampler2D texture3;
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// classic lighting related
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int drawPaletted;
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ivec2 colormapSize;
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int doomlightlevels;
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int sectorLightLevel;
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// dynamic light related
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vec4 lightPosAndRadius[64];
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vec4 lightOrientation[64]; // this is a vector that points in light's direction
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vec2 light2Radius[64]; // this is used with spotlights
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vec4 lightColor[64];
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float ignoreNormals;
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float lightsEnabled;
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// Slope handle length
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float slopeHandleLength;
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}
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functions
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{
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vec4 getColorMappedColor(int entry, int depth)
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{
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vec2 uv = vec2((float(entry) + 0.5) / colormapSize.x, (float(depth) + 0.5) / colormapSize.y);
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vec4 colormapColor = texture(texture2, uv);
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return colormapColor;
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}
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int lightLevelFromVertexColor(vec3 color)
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{
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float result = max(max(color.r, color.g), color.b) * 255;
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if (result < 192 && doomlightlevels > 0) {
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// correct for darkening in Doom light mode
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result = -0.666667 * (-96 - result);
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}
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return int(result);
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}
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int classicLightLevelToColorMapOffset(int lightLevel, vec3 position, vec3 normal, bool hvmod)
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{
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const int LIGHTLEVELS = 16;
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const int LIGHTSEGSHIFT = 4;
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const int NUMCOLORMAPS = 32;
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const int MAXLIGHTSCALE = 48;
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const int DISTMAP = 2;
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int scaledLightLevel = lightLevel >> LIGHTSEGSHIFT;
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bool isFlat = abs(dot(normal, vec3(0, 0, 1))) > 1e-3;
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if (hvmod) {
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if (abs(dot(normal, vec3(0, 1, 0))) < 1e-3)
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{
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scaledLightLevel++;
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}
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else if (abs(dot(normal, vec3(1, 0, 0))) < 1e-3)
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{
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scaledLightLevel--;
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}
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}
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int level;
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float dist = distance(position, campos.xyz);
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if (!isFlat)
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{
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int startmap = int(((LIGHTLEVELS-1-scaledLightLevel)*2)*NUMCOLORMAPS/LIGHTLEVELS);
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// same calculation as Eternity Engine
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int index = int(2560.0 / dist);
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if (index >= MAXLIGHTSCALE) index = MAXLIGHTSCALE - 1;
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level = startmap - index / DISTMAP;
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}
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else
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{
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// same calculation as Eternity Engine
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float startmap = 2.0 * (30.0 - lightLevel / 8.0f);
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level = int(startmap - (1280.0f / dist)) + 1;
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}
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if (level < 0) level = 0;
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if (level >= NUMCOLORMAPS) level = NUMCOLORMAPS - 1;
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return level;
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}
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// This adds fog color to current pixel color
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vec4 getFogColor(vec3 PosW, vec4 color)
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{
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float fogdist = max(16.0, distance(PosW, campos.xyz));
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float fogfactor = exp2(campos.w * fogdist);
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color.rgb = mix(sectorfogcolor.rgb, color.rgb, fogfactor);
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return color;
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}
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vec4 desaturate(vec4 texel)
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{
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float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
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return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
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}
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vec3 getOneDynLightContribution(vec3 PosW, vec3 Normal, vec3 light, vec4 lColor, vec4 lPosAndRadius, vec4 lOrientation, vec2 l2Radius)
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{
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//is face facing away from light source?
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// update 01.02.2017: offset the equation by 3px back to try to emulate GZDoom's broken visibility check.
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float diffuseContribution = dot(Normal, normalize(lPosAndRadius.xyz - PosW + Normal * 3.0));
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if (diffuseContribution < 0.0 && (ignoreNormals == 0 || (lColor.a > 0.979 && lColor.a < 0.981))) // attenuated light and facing away
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return light;
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diffuseContribution = max(diffuseContribution, 0.0); // to make sure
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//is pixel in light range?
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float dist = distance(PosW, lPosAndRadius.xyz);
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if (dist > lPosAndRadius.w)
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return light;
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float power = 1.0;
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power *= max(lPosAndRadius.w - dist, 0.0) / lPosAndRadius.w;
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if (lOrientation.w > 0.5)
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{
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vec3 lightDirection = normalize(lPosAndRadius.xyz - PosW);
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float cosDir = dot(lightDirection, lOrientation.xyz);
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float df = smoothstep(l2Radius.y, l2Radius.x, cosDir);
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power *= df;
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}
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if (lColor.a > 0.979 && lColor.a < 0.981) // attenuated light 98%
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power *= diffuseContribution;
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// for w/e reason GZDoom also does this
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power *= lColor.a;
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if (lColor.a >= 1)
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return light.rgb - lColor.rgb * power;
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return light.rgb + lColor.rgb * power;
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}
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vec4 getDynLightContribution(vec4 tcolor, vec4 baselight, vec3 PosW, vec3 Normal)
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{
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vec3 light = vec3(0, 0, 0);
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vec3 addlight = vec3(0, 0, 0);
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if (lightsEnabled != 0)
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{
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for (int i = 0; i < 64; i++)
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{
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if (lightColor[i].a == 0)
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break;
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if (lightColor[i].a < 0.4) // additive
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addlight = getOneDynLightContribution(PosW, Normal, addlight, lightColor[i], lightPosAndRadius[i], lightOrientation[i], light2Radius[i]);
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else light = getOneDynLightContribution(PosW, Normal, light, lightColor[i], lightPosAndRadius[i], lightOrientation[i], light2Radius[i]);
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}
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}
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return vec4(tcolor.rgb*(baselight.rgb+light)+addlight, tcolor.a*baselight.a);
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}
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}
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shader world3d_main
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{
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in
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{
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vec3 Position;
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vec4 Color;
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vec2 TextureCoordinate;
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vec3 Normal;
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}
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v2f
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{
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vec4 Color;
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vec2 UV;
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vec3 PosW;
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vec3 Normal;
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vec4 viewpos;
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vec3_flat flatNormal;
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vec4_flat flatColor;
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}
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out
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{
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vec4 FragColor;
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}
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vertex
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{
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v2f.viewpos = view * world * vec4(in.Position, 1.0);
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gl_Position = projection * v2f.viewpos;
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v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
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v2f.Color = in.Color;
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v2f.UV = in.TextureCoordinate;
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v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
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v2f.flatColor = in.Color;
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v2f.flatNormal = normalize(in.Normal);
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}
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fragment
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{
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vec4 tcolor = texture(texture1, v2f.UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
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out.FragColor = desaturate(tcolor);
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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shader world3d_fullbright extends world3d_main
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{
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fragment
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{
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vec4 tcolor = texture(texture1, v2f.UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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tcolor.a *= v2f.Color.a;
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out.FragColor = tcolor;
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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shader world3d_main_highlight extends world3d_main
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{
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fragment
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{
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vec4 tcolor = texture(texture1, v2f.UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
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if (tcolor.a == 0.0)
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{
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out.FragColor = tcolor;
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}
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else
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{
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// Blend texture color and vertex color
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vec4 ncolor = desaturate(tcolor);
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out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(v2f.Color.a + 0.25, 0.5));
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}
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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shader world3d_fullbright_highlight extends world3d_fullbright
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{
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fragment
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{
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vec4 tcolor = texture(texture1, v2f.UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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if(tcolor.a == 0.0)
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{
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out.FragColor = tcolor;
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}
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else
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{
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// Blend texture color and vertex color
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vec4 ncolor = tcolor * v2f.Color;
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out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (tcolor.rgb - 0.4 * highlightcolor.a), max(v2f.Color.a + 0.25, 0.5));
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}
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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shader world3d_vertex_color extends world3d_main
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{
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fragment
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{
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out.FragColor = v2f.Color;
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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shader world3d_main_vertexcolor extends world3d_main
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{
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vertex
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{
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v2f.viewpos = view * world * vec4(in.Position, 1.0);
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gl_Position = projection * v2f.viewpos;
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v2f.Color = vertexColor;
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v2f.UV = in.TextureCoordinate;
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}
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}
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shader world3d_constant_color extends world3d_main_vertexcolor
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{
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fragment
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{
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out.FragColor = vertexColor;
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0f) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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// world3d_main_highlight with vertex program from world3d_vertexcolor
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// to-do: rewrite into a function
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shader world3d_highlight_vertexcolor extends world3d_main_highlight
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{
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vertex
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{
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v2f.viewpos = view * world * vec4(in.Position, 1.0);
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gl_Position = projection * v2f.viewpos;
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v2f.Color = vertexColor;
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v2f.UV = in.TextureCoordinate;
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}
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}
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shader world3d_main_fog extends world3d_main
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{
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fragment
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{
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vec4 tcolor = texture(texture1, v2f.UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
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if (tcolor.a == 0.0)
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{
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out.FragColor = tcolor;
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}
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else
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{
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out.FragColor = desaturate(getFogColor(v2f.PosW, tcolor));
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}
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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shader world3d_main_highlight_fog extends world3d_main_fog
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{
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fragment
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{
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vec4 tcolor = texture(texture1, v2f.UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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tcolor = vec4(getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal).rgb, tcolor.a);
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if (tcolor.a == 0.0)
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{
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out.FragColor = tcolor;
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}
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else
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{
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// Blend texture color and vertex color
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vec4 ncolor = desaturate(getFogColor(v2f.PosW, tcolor));
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out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(ncolor.a + 0.25, 0.5));
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}
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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// world3d_fog, but with vertex shader from customvertexcolor_fog
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// to-do: rewrite into a function
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shader world3d_main_fog_vertexcolor extends world3d_main_fog
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{
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vertex
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{
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v2f.viewpos = view * world * vec4(in.Position, 1.0);
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gl_Position = projection * v2f.viewpos;
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v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
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v2f.Color = vertexColor;
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v2f.UV = in.TextureCoordinate;
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v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
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}
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}
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shader world3d_main_highlight_fog_vertexcolor extends world3d_main_highlight_fog
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{
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vertex
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{
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v2f.viewpos = view * world * vec4(in.Position, 1.0);
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gl_Position = projection * v2f.viewpos;
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v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
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v2f.Color = vertexColor;
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v2f.UV = in.TextureCoordinate;
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v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
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}
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}
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// Slope handle shader
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shader world3d_slope_handle extends world3d_vertex_color
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{
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vertex
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{
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v2f.viewpos = view * world * vec4(in.Position.x * slopeHandleLength, in.Position.y, in.Position.z, 1.0);
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gl_Position = projection * v2f.viewpos;
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v2f.Color = in.Color * vertexColor;
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v2f.UV = in.TextureCoordinate;
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}
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}
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shader world3d_classic extends world3d_main
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{
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fragment
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{
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vec4 pcolor;
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if (bool(drawPaletted))
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{
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vec4 color = texture(texture1, v2f.UV);
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int entry = int(color.r * 255);
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float alpha = color.a;
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int lightLevel = lightLevelFromVertexColor(v2f.flatColor.rgb);
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int colorMapOffset = classicLightLevelToColorMapOffset(lightLevel, v2f.PosW, v2f.flatNormal, false);
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pcolor = getColorMappedColor(entry, colorMapOffset);
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pcolor.a = alpha;
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}
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else
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{
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pcolor = texture(texture1, v2f.UV);
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}
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out.FragColor = pcolor;
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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}
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}
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shader world3d_classic_highlight extends world3d_main
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{
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fragment
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{
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vec4 pcolor;
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if (bool(drawPaletted))
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{
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vec4 color = texture(texture1, v2f.UV);
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int entry = int(color.r * 255);
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float alpha = color.a;
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int lightLevel = lightLevelFromVertexColor(v2f.flatColor.rgb);
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int modifiedLightLevel = max(lightLevel, 128);
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int colorMapOffset = classicLightLevelToColorMapOffset(modifiedLightLevel, v2f.PosW, v2f.flatNormal, false);
|
|
pcolor = getColorMappedColor(entry, colorMapOffset);
|
|
pcolor.a = alpha;
|
|
}
|
|
else
|
|
{
|
|
pcolor = texture(texture1, v2f.UV);
|
|
}
|
|
|
|
out.FragColor = pcolor;
|
|
|
|
if (pcolor.a > 0.0)
|
|
{
|
|
out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (pcolor.rgb - 0.4 * highlightcolor.a), max(pcolor.a + 0.25, 0.5));
|
|
}
|
|
|
|
#if defined(ALPHA_TEST)
|
|
if (out.FragColor.a < 0.5) discard;
|
|
#endif
|
|
}
|
|
} |