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30 lines
678 B
GLSL
30 lines
678 B
GLSL
uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform bool useLightTexture;
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varying vec2 varCoord0;
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varying vec2 varCoord1;
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varying vec2 varCoord2;
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varying vec4 color;
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varying vec4 secondaryColor;
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void main()
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{
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vec4 texture = texture2D (tex0, varCoord0);
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vec4 texture2 = texture2D (tex2, varCoord2);
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vec3 col;
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if (useLightTexture) {
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vec4 texture1 = texture2D (tex1, varCoord1);
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col = texture1.rgb * texture.rgb;
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} else {
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col = color.rgb * texture.rgb;
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}
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col += vec3(secondaryColor);
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vec4 color = vec4 (col, color.a * texture.a);
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col = mix (texture2.rgb, color.rgb, color.a);
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gl_FragColor = vec4 (col, max(texture.a, texture2.a));
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}
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