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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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33 lines
628 B
GLSL
33 lines
628 B
GLSL
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in vec4 Color;
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in vec2 UV;
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out vec4 FragColor;
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// Render settings
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// x = texel width
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// y = texel height
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// z = FSAA blend factor
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// w = transparency
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uniform vec4 rendersettings;
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uniform float desaturation;
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uniform sampler2D texture1;
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uniform vec4 texturefactor;
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vec3 desaturate(vec3 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 mix(texel, vec3(gray), desaturation);
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}
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void main()
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{
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vec4 c = texture(texture1, UV);
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FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * Color;
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FragColor *= texturefactor;
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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