if (player == 2 && color.rgb == vec3(0.0)) { color.a = 0.0; } float emissive = 0.0; float damage = 0.25; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { vec4 control = texelFetch(Sampler0, ivec2(36 + i, 16 + j), 0); if (control.rgb == color.rgb) { emissive = 1.0; } } } if (settings2.r > 0.99) { damage = 0.0; } if (overlayColor.a < 0.99) { if (texelFetch(Sampler0, ivec2(2, 16), 0).r > 0.99) { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { vec4 control = texelFetch(Sampler0, ivec2(12 + i, 16 + j), 0); if (control.rgb == color.rgb) { damage = 0.25; } } } for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { vec4 control = texelFetch(Sampler0, ivec2(16 + i, 16 + j), 0); if (control.rgb == color.rgb) { damage = 1.0; } } } } color.rgb = mix(color.rgb, overlayColor.rgb, damage); } color *= ColorModulator; if (settings.g != 1.0 || emissive != 1.0) { color *= lightMapColor * vertexColor; } fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);