47 lines
1 KiB
GLSL
47 lines
1 KiB
GLSL
!!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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