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32 lines
688 B
GLSL
32 lines
688 B
GLSL
#version 430 core
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out vec4 color;
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in vec4 fragment_color;
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in vec3 tex_coord;
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uniform float color_mult;
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uniform float alpha_mult;
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uniform vec4 fog_color;
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uniform int bucket;
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in float fog;
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uniform sampler2D tex_T0;
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void main() {
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vec4 T0 = texture(tex_T0, tex_coord.xy / tex_coord.z);
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if (bucket == 0) {
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color.xyz = fragment_color.xyz * T0.xyz;
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color.w = fragment_color.w;
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color.xyz *= 2;
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color.xyz = mix(color.xyz, fog_color.xyz / 255., clamp(fog_color.w * (1 - fog), 0, 1));
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} else if (bucket == 1) {
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color = fragment_color * T0;
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color.xyzw *= 2;
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} else if (bucket == 2) {
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color = fragment_color * T0;
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}
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}
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