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43 lines
754 B
GLSL
43 lines
754 B
GLSL
uniform sampler2D u_DiffuseMap;
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#if defined(USE_LIGHTMAP)
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uniform sampler2D u_LightMap;
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uniform int u_Texture1Env;
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#endif
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varying vec2 var_DiffuseTex;
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#if defined(USE_LIGHTMAP)
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varying vec2 var_LightTex;
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#endif
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varying vec4 var_Color;
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void main()
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{
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vec4 color = texture2D(u_DiffuseMap, var_DiffuseTex);
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#if defined(USE_LIGHTMAP)
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vec4 color2 = texture2D(u_LightMap, var_LightTex);
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#if defined(RGBE_LIGHTMAP)
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color2.rgb *= exp2(color2.a * 255.0 - 128.0);
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color2.a = 1.0;
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#endif
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if (u_Texture1Env == TEXENV_MODULATE)
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{
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color *= color2;
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}
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else if (u_Texture1Env == TEXENV_ADD)
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{
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color += color2;
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}
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else if (u_Texture1Env == TEXENV_REPLACE)
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{
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color = color2;
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}
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#endif
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gl_FragColor = color * var_Color;
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}
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