nuclide/valve/data.pk3dir/glsl/defaultsprite.glsl

48 lines
942 B
GLSL

!!permu FOG
!!samps 1
!!cvardf gl_fake16bit=0
!!cvardf gl_monochrome=0
//used by both particles and sprites.
//note the fog blending mode is all that differs from defaultadditivesprite
#include "sys/fog.h"
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
attribute vec4 v_colour;
varying vec2 tc;
varying vec4 vc;
void main ()
{
tc = v_texcoord;
vc = v_colour;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
varying vec2 tc;
varying vec4 vc;
uniform vec4 e_colourident;
uniform vec4 e_vlscale;
void main ()
{
vec4 col = texture2D(s_t0, tc);
#ifdef MASK
if (col.a < float(MASK))
discard;
#endif
col = fog4blend(col * vc * e_colourident * e_vlscale);
#if gl_fake16bit == 1
col.rgb = floor(col.rgb * vec3(32,64,32))/vec3(32,64,32);
#endif
#if gl_monochrome == 1
float m = (col.r + col.g + col.b) / 3.0f;
col.rgb = vec3(m,m,m);
#endif
gl_FragColor = col;
}
#endif