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21 lines
452 B
GLSL
21 lines
452 B
GLSL
#if defined(SPECULAR)
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uniform sampler2D texture4;
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#define brighttexture texture4
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#elif defined(PBR)
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uniform sampler2D texture6;
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#define brighttexture texture6
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#else
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uniform sampler2D texture2;
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#define brighttexture texture2
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#endif
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vec4 ProcessTexel()
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{
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return getTexel(vTexCoord.st);
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}
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vec4 ProcessLight(vec4 color)
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{
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vec4 brightpix = desaturate(texture(brighttexture, vTexCoord.st));
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return vec4(min (color.rgb + brightpix.rgb, 1.0), color.a);
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}
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