2019-01-19 04:52:40 +00:00
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!!ver 110
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!!samps diffuse lightmap
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!!cvardf gl_fake16bit=0
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2019-02-20 13:30:16 +00:00
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!!cvardf gl_monochrome=0
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!!cvardf gl_brighten=0
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2019-01-19 04:52:40 +00:00
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#include "sys/defs.h"
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varying vec2 tex_c;
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varying vec2 lm_c;
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#ifdef VERTEX_SHADER
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void main ()
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{
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tex_c = v_texcoord;
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lm_c = v_lmcoord;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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void main ( void )
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{
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vec4 diffuse_f = texture2D(s_diffuse, tex_c);
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vec3 light = texture2D(s_lightmap, lm_c).rgb;
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if (light.r > 1.0f) {
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light.r = 1.0f;
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}
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if (light.g > 1.0f) {
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light.g = 1.0f;
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}
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if (light.b > 1.0f) {
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light.b = 1.0f;
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}
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if (diffuse_f.a < 0.5) {
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discard;
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}
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diffuse_f.rgb *= light.rgb;
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diffuse_f *= e_colourident;
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2019-02-20 13:30:16 +00:00
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#if gl_brighten == 1
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diffuse_f.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f;
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#endif
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2019-01-19 04:52:40 +00:00
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#if gl_fake16bit == 1
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diffuse_f.rgb = floor(diffuse_f.rgb * vec3(32,64,32))/vec3(32,64,32);
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#endif
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2019-02-20 13:30:16 +00:00
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#if gl_monochrome == 1
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float m = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0f;
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diffuse_f.rgb = vec3(m,m,m);
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#endif
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2019-01-19 04:52:40 +00:00
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gl_FragColor = diffuse_f;
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}
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#endif
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