mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 04:00:42 +00:00
7131fe6c6e
This creates a lot less mess than one big texture and also allows easier use of texelFetch in the server which is preferable for data textures.
219 lines
7.2 KiB
GLSL
219 lines
7.2 KiB
GLSL
#version 330
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//s_texture points to an indexed color texture
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uniform sampler2D s_texture;
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//s_palswap is the palette swap texture where u is the color index and v is the shade
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uniform sampler2D s_palswap;
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//s_palette is the base palette texture where u is the color index
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uniform sampler2D s_palette;
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uniform sampler2D s_detail;
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uniform sampler2D s_glow;
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uniform vec2 u_clamp;
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uniform float u_shade;
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uniform float u_numShades;
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uniform float u_visFactor;
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uniform float u_fogEnabled;
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uniform float u_useColorOnly;
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uniform float u_usePalette;
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uniform float u_npotEmulation;
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uniform float u_npotEmulationFactor;
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uniform float u_npotEmulationXOffset;
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uniform float u_shadeInterpolate;
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uniform float u_brightness;
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uniform vec4 u_fog;
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uniform vec4 u_fogColor;
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uniform float u_useDetailMapping;
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uniform float u_useGlowMapping;
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uniform int u_tinteffect;
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uniform vec3 u_tintcolor;
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in vec4 v_color;
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in float v_distance;
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in vec4 v_texCoord;
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in vec4 v_detailCoord;
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in vec4 v_glowCoord;
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in float v_fogCoord;
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const float c_basepalScale = 255.0/256.0;
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const float c_basepalOffset = 0.5/256.0;
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const float c_zero = 0.0;
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const float c_one = 1.0;
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const float c_two = 2.0;
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const vec4 c_vec4_one = vec4(c_one);
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const float c_wrapThreshold = 0.9;
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layout(location=0) out vec4 fragColor;
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//===========================================================================
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//
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// Color to grayscale
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//
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//===========================================================================
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float grayscale(vec4 color)
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{
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return dot(color.rgb, vec3(0.3, 0.56, 0.14));
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}
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//===========================================================================
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//
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// Hightile tinting code. (hictinting[dapalnum]) This can be done inside the shader
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// to avoid costly texture duplication (but needs a more modern GLSL than 1.10.)
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//
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//===========================================================================
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vec4 convertColor(vec4 color, int effect, vec3 tint)
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{
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#if 0
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if (effect & HICTINT_GRAYSCALE)
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{
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float g = grayscale(color);
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color = vec4(g, g, g, color.a);
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}
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if (effect & HICTINT_INVERT)
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{
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color = vec4(1.0 - color.r, 1.0 - color.g, 1.0 - color.b);
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}
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vec3 tcol = color.rgb * 255.0; // * 255.0 to make it easier to reuse the integer math.
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tint *= 255.0;
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if (effect & HICTINT_COLORIZE)
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{
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tcol.b = min(((tcol.b) * tint.r) / 64.0, 255.0);
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tcol.g = min(((tcol.g) * tint.g) / 64.0, 255.0);
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tcol.r = min(((tcol.r) * tint.b) / 64.0, 255.0);
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}
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switch (effect & HICTINT_BLENDMASK)
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{
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case HICTINT_BLEND_SCREEN:
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tcol.b = 255.0 - (((255.0 - tcol.b) * (255.0 - tint.r)) / 256.0);
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tcol.g = 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 256.0);
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tcol.r = 255.0 - (((255.0 - tcol.r) * (255.0 - tint.b)) / 256.0);
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break;
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case HICTINT_BLEND_OVERLAY:
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tcol.b = tcol.b < 128.0? (tcol.b * tint.r) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - tint.r)) / 128.0);
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tcol.g = tcol.g < 128.0? (tcol.g * tint.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - tint.g)) / 128.0);
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tcol.r = tcol.r < 128.0? (tcol.r * tint.b) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - tint.b)) / 128.0);
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break;
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case HICTINT_BLEND_HARDLIGHT:
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tcol.b = tint.r < 128.0 ? (tcol.b * tint.r) / 128.0 : 255.0 - (((255.0 - tcol.b) * (255.0 - r)) / 128.0);
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tcol.g = tint.g < 128.0 ? (tcol.g * tint.g) / 128.0 : 255.0 - (((255.0 - tcol.g) * (255.0 - g)) / 128.0);
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tcol.r = tint.b < 128.0 ? (tcol.r * tint.b) / 128.0 : 255.0 - (((255.0 - tcol.r) * (255.0 - b)) / 128.0);
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break;
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}
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color.rgb = tcol / 255.0;
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#endif
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return color;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void main()
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{
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float fullbright = 0.0;
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vec4 color;
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if (u_useColorOnly == 0.0)
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{
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float coordX = v_texCoord.x;
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float coordY = v_texCoord.y;
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vec2 newCoord;
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// Coordinate adjustment for NPOT textures (something must have gone very wrong to make this necessary...)
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if (u_npotEmulation != 0.0)
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{
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float period = floor(coordY / u_npotEmulationFactor);
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coordX += u_npotEmulationXOffset * floor(mod(coordY, u_npotEmulationFactor));
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coordY = period + mod(coordY, u_npotEmulationFactor);
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}
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newCoord = vec2(coordX, coordY);
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if (u_clamp != 0.0) newCoord = clamp(newCoord.xy, 0.0, 1.0);
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// Paletted textures are stored in column major order rather than row major so coordinates need to be swapped here.
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color = texture2D(s_texture, newCoord);
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// This was further down but it really should be done before applying any kind of depth fading, not afterward.
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vec4 detailColor = vec4(1.0);
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if (u_useDetailMapping != 0.0)
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{
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detailColor = texture2D(s_detail, v_detailCoord.xy);
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detailColor = mix(vec4(1.0), 2.0 * detailColor, detailColor.a);
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// Application of this differs based on render mode because for paletted rendering with palettized shade tables it can only be done after processing the shade table. We only have a palette index before.
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}
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float visibility = max(u_visFactor * v_distance - 0.5 * u_shadeInterpolate, 0.0);
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float shade = clamp((u_shade + visibility), 0.0, u_numShades - 1.0);
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if (u_usePalette != 0.0)
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{
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int palindex = int(color.r * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
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int shadeindex = int(floor(shade));
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float colorIndexF = texelFetch(s_palswap, ivec2(palindex, shadeindex), 0).r;
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int colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
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vec4 palettedColor = texelFetch(s_palette, ivec2(colorIndex, 0), 0);
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if (u_shadeInterpolate != 0.0)
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{
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// Get the next shaded palette index for interpolation
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colorIndexF = texelFetch(s_palswap, ivec2(palindex, shadeindex+1), 0).r;
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colorIndex = int(colorIndexF * 255.0 + 0.1); // The 0.1 is for roundoff error compensation.
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vec4 palettedColorNext = texelFetch(s_palette, ivec2(colorIndex, 0), 0);
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float shadeFrac = mod(shade, 1.0);
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palettedColor.rgb = mix(palettedColor.rgb, palettedColorNext.rgb, shadeFrac);
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}
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fullbright = palettedColor.a; // This only gets set for paletted rendering.
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palettedColor.a = c_one-floor(color.r);
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color = palettedColor.bgra;
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color.rgb *= detailColor.rgb; // with all this palettizing, this can only be applied afterward, even though it is wrong to do it this way.
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}
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else
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{
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color.rgb *= detailColor.rgb;
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// todo: For True Color, calculate a shade value from the table and apply that to the color directly.
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}
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if (fullbright == 0.0) color.rgb *= v_color.rgb;
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color.a *= v_color.a;
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if (u_fogEnabled != 0.0)// the following would make sense if 'fullbright' could ever be true in non-paletted rendering: && (fullbright != 0.0 || u_fogColor.rgb != vec3(0.0) ))
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{
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float fogFactor;
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color.rgb *= detailColor.rgb;
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if (u_fog.z == 0) fogFactor = (u_fog.x-v_fogCoord)*u_fog.y; // linear fog
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else fogFactor = exp2 (u_fog.z * v_fogCoord); // exponential fog
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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color.rgb = mix(u_fogColor.rgb, color.rgb, fogFactor);
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}
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}
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else
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{
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// untextured rendering
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color = v_color;
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}
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if (u_useGlowMapping != 0.0 && u_useColorOnly == 0.0)
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{
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vec4 glowColor = texture2D(s_glow, v_glowCoord.xy);
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color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a);
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}
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color.rgb = pow(color.rgb, vec3(u_brightness));
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fragColor = color;
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}
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