mirror of
https://github.com/ZDoom/raze-gles.git
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85d377647a
For Duke Nukem and its direct offspring (Nam, WW2GI and Redneck Rampage) the ramp is not a linear fade from 0 to 1, it needs to be a little darker than that. Unfortunately the proper factor needed here must be set manually, this cannot really be calculated from the lookup tables.
219 lines
7.3 KiB
GLSL
219 lines
7.3 KiB
GLSL
#version 330
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const int RF_ColorOnly = 1;
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const int RF_UsePalette = 2;
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const int RF_DetailMapping = 4;
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const int RF_GlowMapping = 8;
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const int RF_Brightmapping = 16;
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const int RF_NPOTEmulation = 32;
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const int RF_ShadeInterpolate = 64;
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const int RF_FogDisabled = 128;
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const int RF_HICTINT_Grayscale = 0x10000;
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const int RF_HICTINT_Invert = 0x20000;
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const int RF_HICTINT_Colorize = 0x40000;
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const int RF_HICTINT_BLEND_Screen = 0x80000;
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const int RF_HICTINT_BLEND_Overlay = 0x100000;
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const int RF_HICTINT_BLEND_Hardlight = 0x200000;
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const int RF_HICTINT_BLENDMASK = RF_HICTINT_BLEND_Screen | RF_HICTINT_BLEND_Overlay | RF_HICTINT_BLEND_Hardlight;
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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 float u_shade;
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uniform float u_numShades;
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uniform float u_shadeDiv;
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uniform float u_visFactor;
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uniform int u_flags;
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uniform float u_npotEmulationFactor;
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uniform float u_npotEmulationXOffset;
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uniform float u_brightness;
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uniform vec4 u_fogColor;
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uniform vec3 u_tintcolor;
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uniform vec3 u_tintmodulate;
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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 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 & RF_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 & RF_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 & RF_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 & RF_HICTINT_BLENDMASK)
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{
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case RF_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 RF_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 RF_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_flags & RF_ColorOnly) == 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_flags & RF_NPOTEmulation) != 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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// 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_flags & RF_DetailMapping) != 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 - ((u_flags & RF_ShadeInterpolate) != 0.0? 0.5 : 0.0), 0.0);
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float shade = clamp((u_shade + visibility), 0.0, u_numShades - 1.0);
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if ((u_flags & RF_UsePalette) != 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_flags & RF_ShadeInterpolate) != 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;
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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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if ((u_flags & RF_FogDisabled) == 0)
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{
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shade = clamp(shade * u_shadeDiv, 0.0, 1.0); // u_shadeDiv is really 1/shadeDiv.
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// Apply the shade as a linear depth fade ramp.
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color.rgb = mix(color.rgb, u_fogColor.rgb, shade);
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}
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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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color.rgb *= detailColor.rgb;
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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_flags & (RF_ColorOnly|RF_GlowMapping)) == RF_GlowMapping)
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{
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vec4 glowColor = texture2D(s_glow, v_texCoord.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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