50 lines
1.3 KiB
GLSL
50 lines
1.3 KiB
GLSL
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);
|