2019-01-19 04:52:40 +00:00
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!!ver 130
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!!permu FRAMEBLEND
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!!permu SKELETAL
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!!permu FOG
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!!samps diffuse
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!!cvardf gl_affinemodels=0
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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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#if gl_affinemodels == 1
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#define affine noperspective
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#else
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#define affine
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#endif
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affine varying vec2 tex_c;
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varying vec3 light;
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#ifdef VERTEX_SHADER
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#include "sys/skeletal.h"
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/*float hl( vec3 normal, vec3 dir ) {
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return ( dot( normal, dir ) * 0.5 ) + 0.5;
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}*/
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void main ()
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{
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vec3 n, s, t, w;
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gl_Position = skeletaltransform_wnst(w,n,s,t);
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tex_c = v_texcoord;
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2019-01-29 02:40:14 +00:00
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light = e_light_ambient + (e_light_mul * dot(n, e_light_dir));
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#ifdef CHROME
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vec3 viewc = normalize(e_eyepos - v_position.xyz);
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float d = dot(n, viewc);
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vec3 reflected = n * 2 * d - viewc;
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tex_c.x = 0.5 + reflected.y * 0.5;
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tex_c.y = 0.5 - reflected.z * 0.5;
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#endif
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2019-01-19 04:52:40 +00:00
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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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}
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#endif
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#ifdef FRAGMENT_SHADER
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void main ()
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{
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vec4 diffuse_f = texture2D(s_diffuse, tex_c);
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diffuse_f.rgb *= light;
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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 * e_colourident;
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}
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#endif
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