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32 lines
604 B
GLSL
32 lines
604 B
GLSL
uniform sampler2D Texture;
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uniform sampler2D lightTexture;
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uniform bool antialias;
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uniform bool useLightTexture;
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uniform float scale;
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varying vec2 varCoord0;
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varying vec2 varCoord1;
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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 c11 = texture2D(Texture, varCoord0.xy);
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//gl_FragColor = c11;
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//if (gl_FragColor.a<0.001) discard;
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vec3 col;
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if (useLightTexture) {
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vec4 texture1 = texture2D (lightTexture, varCoord1.xy);
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col = texture1.rgb * c11.rgb;
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} else {
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col = color.rgb * c11.rgb;
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}
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col += vec3(secondaryColor);
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gl_FragColor = vec4 (col, color.a * c11.a);
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}
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