31 lines
737 B
GLSL
31 lines
737 B
GLSL
#version 150
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#moj_import <fog.glsl>
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#moj_import <emissive_utils.glsl>
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uniform sampler2D Sampler0;
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uniform vec4 ColorModulator;
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uniform float FogStart;
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uniform float FogEnd;
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uniform vec4 FogColor;
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in float vertexDistance;
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in vec2 texCoord0;
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in vec4 vertexColor;
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in vec4 lightColor;
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in vec4 maxLightColor;
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out vec4 fragColor;
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void main() {
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vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
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float alpha = textureLod(Sampler0, texCoord0, 0.0).a * 255.0;
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color = make_emissive(color, lightColor, maxLightColor, vertexDistance, alpha);
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color.a = remap_alpha(alpha) / 255.0;
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if (color.a < 0.1) {
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discard;
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}
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fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
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}
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