Removing stuff that should really go into r_postprocess from the GLSL
This commit is contained in:
parent
02c7eeb671
commit
304d0969ad
9 changed files with 158 additions and 278 deletions
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@ -1,44 +1,29 @@
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!!ver 100-450
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!!samps 1
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!!cvardf gl_fake16bit=0
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!!cvardf gl_monochrome=0
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//this shader is present for support for gles/gl3core contexts
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//it is single-texture-with-vertex-colours, and doesn't do anything special.
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//beware that a few things use this, including apparently fonts and bloom rescaling.
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//its really not meant to do anything special.
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varying vec2 tc;
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varying vec4 vc;
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec4 v_colour;
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void main ()
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{
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tc = v_texcoord;
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vc = v_colour;
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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 ()
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{
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vec4 f = vc;
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#ifdef PREMUL
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f.rgb *= f.a;
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#endif
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f *= texture2D(s_t0, tc);
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#if gl_fake16bit == 1
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f.rgb = floor(f.rgb * vec3(32,64,32))/vec3(32,64,32);
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#endif
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#if gl_monochrome == 1
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float m = (f.r + f.g + f.b) / 3.0f;
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f.rgb = vec3(m,m,m);
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#endif
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gl_FragColor = f;
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}
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#endif
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!!ver 100-450
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!!samps 1
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varying vec2 tc;
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varying vec4 vc;
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec4 v_colour;
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void main ()
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{
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tc = v_texcoord;
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vc = v_colour;
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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 ()
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{
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vec4 f = vc;
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#ifdef PREMUL
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f.rgb *= f.a;
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#endif
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f *= texture2D(s_t0, tc);
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gl_FragColor = f;
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}
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#endif
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@ -1,47 +1,27 @@
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!!permu FOG
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!!samps 1
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!!cvardf gl_fake16bit=0
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!!cvardf gl_monochrome=0
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!!cvardf gl_brighten=0
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//meant to be used for additive stuff. presumably particles and sprites. though actually its only flashblend effects that use this at the time of writing.
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//includes fog, apparently.
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#include "sys/fog.h"
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec4 v_colour;
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varying vec2 tc;
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varying vec4 vc;
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void main ()
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{
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tc = v_texcoord;
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vc = v_colour;
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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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varying vec2 tc;
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varying vec4 vc;
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uniform vec4 e_colourident;
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void main ()
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{
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vec4 diffuse_f = texture2D(s_t0, tc);
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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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#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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#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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gl_FragColor = fog4additive(diffuse_f * vc * e_colourident);
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}
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#endif
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!!permu FOG
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!!samps 1
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#include "sys/fog.h"
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec4 v_colour;
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varying vec2 tc;
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varying vec4 vc;
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void main ()
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{
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tc = v_texcoord;
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vc = v_colour;
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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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varying vec2 tc;
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varying vec4 vc;
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uniform vec4 e_colourident;
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void main ()
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{
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vec4 diffuse_f = texture2D(s_t0, tc);
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gl_FragColor = fog4additive(diffuse_f * vc * e_colourident);
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}
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#endif
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@ -1,21 +1,20 @@
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!!ver 100-450
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!!cvardf gl_fake16bit=0
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#ifdef VERTEX_SHADER
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attribute vec4 v_colour;
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varying vec4 vc;
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void main ()
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{
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vc = v_colour;
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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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varying vec4 vc;
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void main ()
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{
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gl_FragColor = vc;
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}
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#endif
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!!ver 100-450
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#ifdef VERTEX_SHADER
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attribute vec4 v_colour;
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varying vec4 vc;
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void main ()
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{
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vc = v_colour;
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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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varying vec4 vc;
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void main ()
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{
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gl_FragColor = vc;
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}
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#endif
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@ -4,9 +4,6 @@
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!!permu FOG
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!!samps diffuse reflectcube
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!!cvardf gl_affinemodels=0
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!!cvardf gl_fake16bit=0
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!!cvardf gl_monochrome=0
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!!cvardf gl_brighten=0
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#include "sys/defs.h"
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@ -97,19 +94,6 @@ varying vec3 light;
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#endif
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diffuse_f *= e_colourident;
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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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#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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#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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gl_FragColor = diffuse_f * e_colourident;
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}
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#endif
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@ -1,9 +1,6 @@
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!!ver 110
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!!permu FOG
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!!samps reflectcube
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!!cvardf gl_fake16bit=0
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!!cvardf gl_monochrome=0
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!!cvardf gl_brighten=0
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#include "sys/defs.h"
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#include "sys/fog.h"
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@ -21,20 +18,6 @@ void main ()
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void main ()
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{
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vec4 skybox = textureCube(s_reflectcube, pos);
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#if gl_brighten == 1
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skybox.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f;
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#endif
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#if gl_fake16bit == 1
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skybox.rgb = floor(skybox.rgb * vec3(32,64,32))/vec3(32,64,32);
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#endif
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#if gl_monochrome == 1
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float m = (skybox.r + skybox.g + skybox.b) / 3.0f;
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skybox.rgb = vec3(m,m,m);
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#endif
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gl_FragColor = vec4(fog3(skybox.rgb), 1.0);
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}
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#endif
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!!permu FOG
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!!samps 1
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!!cvardf gl_fake16bit=0
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!!cvardf gl_monochrome=0
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//used by both particles and sprites.
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//note the fog blending mode is all that differs from defaultadditivesprite
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#include "sys/fog.h"
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec4 v_colour;
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varying vec2 tc;
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varying vec4 vc;
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void main ()
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{
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tc = v_texcoord;
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vc = v_colour;
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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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varying vec2 tc;
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varying vec4 vc;
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uniform vec4 e_colourident;
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uniform vec4 e_vlscale;
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void main ()
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{
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vec4 col = texture2D(s_t0, tc);
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#ifdef MASK
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if (col.a < float(MASK))
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discard;
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#endif
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col = fog4blend(col * vc * e_colourident * e_vlscale);
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#if gl_fake16bit == 1
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col.rgb = floor(col.rgb * vec3(32,64,32))/vec3(32,64,32);
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#endif
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#if gl_monochrome == 1
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float m = (col.r + col.g + col.b) / 3.0f;
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col.rgb = vec3(m,m,m);
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#endif
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gl_FragColor = col;
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}
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#endif
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!!permu FOG
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!!samps 1
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#include "sys/fog.h"
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec4 v_colour;
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varying vec2 tc;
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varying vec4 vc;
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void main ()
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{
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tc = v_texcoord;
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vc = v_colour;
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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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varying vec2 tc;
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varying vec4 vc;
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uniform vec4 e_colourident;
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uniform vec4 e_vlscale;
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void main ()
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{
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vec4 col = texture2D(s_t0, tc);
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#ifdef MASK
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if (col.a < float(MASK))
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discard;
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#endif
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col = fog4blend(col * vc * e_colourident * e_vlscale);
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gl_FragColor = col;
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}
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#endif
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@ -1,8 +1,5 @@
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!!ver 110
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!!samps diffuse lightmap reflectcube normalmap
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!!cvardf gl_fake16bit=0
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!!cvardf gl_monochrome=0
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!!cvardf gl_brighten=0
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#include "sys/defs.h"
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#endif
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diffuse_f *= e_colourident;
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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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#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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#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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gl_FragColor = diffuse_f;
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}
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!!ver 100 450
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!!permu FOG
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!!cvarf r_wateralpha
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!!samps diffuse lightmap
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!!cvardf gl_fake16bit=0
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!!cvardf gl_monochrome=0
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#include "sys/defs.h"
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//this is the shader that's responsible for drawing default q1 turbulant water surfaces
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//this is expected to be moderately fast.
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#include "sys/fog.h"
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varying vec2 tc;
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#ifdef LIT
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varying vec2 lm0;
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#endif
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#ifdef VERTEX_SHADER
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void main ()
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{
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tc = v_texcoord.st;
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#ifdef FLOW
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tc.s += e_time * -0.5;
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#endif
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#ifdef LIT
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lm0 = v_lmcoord;
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#endif
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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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#ifndef ALPHA
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uniform float cvar_r_wateralpha;
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#define USEALPHA cvar_r_wateralpha
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#else
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#define USEALPHA float(ALPHA)
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#endif
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void main ()
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{
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vec2 ntc;
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ntc.s = tc.s + sin(tc.t+e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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vec3 ts = vec3(texture2D(s_diffuse, ntc));
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#ifdef LIT
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ts *= (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
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#endif
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#if gl_fake16bit == 1
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ts.rgb = floor(ts.rgb * vec3(32,64,32))/vec3(32,64,32);
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#endif
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#if gl_monochrome == 1
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float m = (ts.r + ts.g + ts.b) / 3.0f;
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ts.rgb = vec3(m,m,m);
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#endif
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gl_FragColor = fog4(vec4(ts, USEALPHA) * e_colourident);
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}
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#endif
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!!ver 100 450
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!!permu FOG
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!!cvarf r_wateralpha
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!!samps diffuse lightmap
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#include "sys/defs.h"
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#include "sys/fog.h"
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varying vec2 tc;
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#ifdef LIT
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varying vec2 lm0;
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#endif
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#ifdef VERTEX_SHADER
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void main ()
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{
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tc = v_texcoord.st;
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#ifdef FLOW
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tc.s += e_time * -0.5;
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#endif
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#ifdef LIT
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lm0 = v_lmcoord;
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#endif
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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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#ifndef ALPHA
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uniform float cvar_r_wateralpha;
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#define USEALPHA cvar_r_wateralpha
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#else
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#define USEALPHA float(ALPHA)
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#endif
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void main ()
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{
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vec2 ntc;
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ntc.s = tc.s + sin(tc.t+e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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vec3 ts = vec3(texture2D(s_diffuse, ntc));
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#ifdef LIT
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ts *= (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
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#endif
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gl_FragColor = fog4(vec4(ts, USEALPHA) * e_colourident);
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}
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#endif
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@ -1,7 +1,5 @@
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!!ver 110
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!!samps diffuse reflectcube normalmap
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!!cvardf gl_fake16bit=0
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!!cvardf gl_monochrome=0
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#include "sys/defs.h"
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out_f.rgb = mix( textureCube(s_reflectcube, cube_c ).rgb, diffuse_f.rgb, diffuse_f.a);
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diffuse_f = out_f * e_colourident;
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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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#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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gl_FragColor = diffuse_f;
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}
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#endif
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