121 lines
2.5 KiB
GLSL
121 lines
2.5 KiB
GLSL
#ifdef GL_ES
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precision highp float;
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#else
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#define highp
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#define mediump
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#define lowp
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#endif
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varying vec2 v_texCoord0;
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#ifdef LIGHTMAP
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varying vec2 v_texCoordLightmap;
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#endif
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#ifdef STENCIL
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varying vec2 v_texCoordStencil;
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#endif
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varying highp vec3 v_normal;
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#ifdef AMBIENT
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uniform mediump vec4 u_ambient;
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#endif
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#ifdef DIFFUSE_COLOR
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uniform mediump vec4 u_diffuse;
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#endif
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#ifdef DIFFUSE_TEX
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uniform sampler2D diffuseTex;
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#endif
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#ifdef STENCIL
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uniform sampler2D stencilTex;
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#endif
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#ifdef COLORIZE_COLOR
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uniform mediump vec4 u_colorize;
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#endif
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#ifdef COLORIZE_TEX
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uniform sampler2D colorizeTex;
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#endif
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#ifdef SPECULAR_COLOR
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uniform mediump vec4 u_specular;
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#endif
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#ifdef SPECULAR_TEX
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uniform sampler2D specularTex;
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#endif
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#ifdef EMISSION_COLOR
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uniform mediump vec4 u_emission;
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#endif
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#ifdef EMISSION_TEX
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uniform sampler2D emissionTex;
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#endif
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#ifdef OPACITY_VALUE
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uniform mediump float u_opacity;
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#endif
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#ifdef OPACITY_TEX
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uniform sampler2D opacityTex;
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#endif
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#ifdef LIGHTMAP_DIFFUSE
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uniform sampler2D lightmapDiffuse;
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#endif
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#ifdef LIGHTMAP_SPECULAR
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uniform sampler2D lightmapSpecular;
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#endif
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#ifdef COLORTRANSFORM_MUL
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uniform mediump vec4 u_colorMul;
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#endif
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#ifdef COLORTRANSFORM_ADD
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uniform mediump vec4 u_colorAdd;
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#endif
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void main (void)
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{
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vec4 color = vec4(1.0);
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#ifdef DIFFUSE_COLOR
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color = u_diffuse;
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#endif
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#ifdef DIFFUSE_TEX
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color = texture2D(diffuseTex, v_texCoord0);
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#endif
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#ifdef LIGHTMAP_DIFFUSE
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color.rgb *= texture2D(lightmapDiffuse, v_texCoordLightmap).rgb;
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#endif
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#ifdef COLORIZE_COLOR
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color *= u_colorize;
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#endif
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#ifdef COLORIZE_TEX
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color *= texture2D(colorizeTex, v_texCoord0);
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#endif
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#ifdef AMBIENT
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color.rgb += u_ambient.rgb;
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#endif
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#ifdef STENCIL
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vec4 stencilColor = texture2D(stencilTex, v_texCoordStencil);
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color.rgb = color.rgb * (1.0 - stencilColor.a) + stencilColor.rgb;
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#endif
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#ifdef EMISSION_COLOR
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color.rgb = color.rgb + u_emission.rgb;
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#endif
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#ifdef EMISSION_TEX
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color.rgb += texture2D(emissionTex, v_texCoord0).rgb;
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#endif
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#ifdef LIGHTMAP_SPECULAR
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#ifdef SPECULAR_TEX
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color.rgb += texture2D(lightmapSpecular, v_texCoordLightmap).rgb * texture2D(specularTex, v_texCoord0).rgb;
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#else
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color.rgb += texture2D(lightmapSpecular, v_texCoordLightmap).rgb * u_specular.rgb;
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#endif
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#endif // LIGHTMAP_SPECULAR
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#ifdef OPACITY_VALUE
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color.a *= u_opacity;
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#endif
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#ifdef OPACITY_TEX
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color.a *= texture2D(opacityTex, v_texCoord0).b;
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#endif
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#ifdef COLORTRANSFORM_MUL
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color *= u_colorMul;
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#endif
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#ifdef COLORTRANSFORM_ADD
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color += u_colorAdd * color.a;
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#endif
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#ifdef GAMMA_CORRECT
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color = vec4(pow(color.rgb, vec3(0.454545)), color.a);
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#endif
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gl_FragColor = color;
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}
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