Shader update
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5afaf5f324
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4 changed files with 137 additions and 6 deletions
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@ -14,15 +14,34 @@ in vec2 texCoord0;
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out vec4 fragColor;
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vec3 rgbToHSV(vec3 color) {
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vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(color.bg, k.wz), vec4(color.gb, k.xy), step(color.b, color.g));
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vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsvToRGB(vec3 color) {
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vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(color.xxx + k.xyz) * 6.0 - k.www);
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return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
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}
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void main() {
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vec4 tex = texture(Sampler0, texCoord0);
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if (tex.a < 0.1) {
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discard;
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}
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vec4 color = tex * ColorModulator;
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if (tex.a > 0.99) {
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color = color * vertexColor;
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vec4 vertex = vertexColor;
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if (tex.a < 0.99) {
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vec3 hsv = rgbToHSV(vertex.rgb);
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hsv.z = 1.0;
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vertex.rgb = hsvToRGB(hsv);
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}
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color = linear_fog(color * vertex, vertexDistance, FogStart, FogEnd, FogColor);
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color.a = 1.0;
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fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
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fragColor = color;
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}
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@ -0,0 +1,47 @@
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#version 150
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#moj_import <fog.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 vec4 vertexColor;
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in vec2 texCoord0;
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out vec4 fragColor;
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vec3 rgbToHSV(vec3 color) {
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vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(color.bg, k.wz), vec4(color.gb, k.xy), step(color.b, color.g));
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vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsvToRGB(vec3 color) {
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vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(color.xxx + k.xyz) * 6.0 - k.www);
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return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
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}
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void main() {
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vec4 tex = texture(Sampler0, texCoord0);
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if (tex.a < 0.1) {
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discard;
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}
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vec4 color = tex * ColorModulator;
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vec4 vertex = vertexColor;
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if (tex.a < 0.99) {
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vec3 hsv = rgbToHSV(vertex.rgb);
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hsv.z = 1.0;
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vertex.rgb = hsvToRGB(hsv);
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}
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color = linear_fog(color * vertex, vertexDistance, FogStart, FogEnd, FogColor);
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color.a = 1.0;
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fragColor = color;
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}
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@ -0,0 +1,46 @@
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#version 150
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#moj_import <fog.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 vec4 vertexColor;
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in vec2 texCoord0;
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out vec4 fragColor;
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vec3 rgbToHSV(vec3 color) {
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vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(color.bg, k.wz), vec4(color.gb, k.xy), step(color.b, color.g));
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vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsvToRGB(vec3 color) {
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vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(color.xxx + k.xyz) * 6.0 - k.www);
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return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
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}
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void main() {
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vec4 tex = texture(Sampler0, texCoord0);
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if (tex.a < 0.1) {
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discard;
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}
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vec4 color = tex * ColorModulator;
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vec4 vertex = vertexColor;
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if (tex.a < 0.99) {
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vec3 hsv = rgbToHSV(vertex.rgb);
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hsv.z = 1.0;
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vertex.rgb = hsvToRGB(hsv);
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}
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color = linear_fog(color * vertex, vertexDistance, FogStart, FogEnd, FogColor);
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fragColor = color;
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}
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@ -14,12 +14,31 @@ in vec2 texCoord0;
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out vec4 fragColor;
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vec3 rgbToHSV(vec3 color) {
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vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(color.bg, k.wz), vec4(color.gb, k.xy), step(color.b, color.g));
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vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsvToRGB(vec3 color) {
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vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(color.xxx + k.xyz) * 6.0 - k.www);
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return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
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}
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void main() {
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vec4 tex = texture(Sampler0, texCoord0);
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vec4 color = tex * ColorModulator;
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if (tex.a > 0.99) {
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color = color * vertexColor;
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vec4 vertex = vertexColor;
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if (tex.a < 0.99) {
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vec3 hsv = rgbToHSV(vertex.rgb);
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hsv.z = 1.0;
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vertex.rgb = hsvToRGB(hsv);
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}
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color = linear_fog(color * vertex, vertexDistance, FogStart, FogEnd, FogColor);
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color.a = 1.0;
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fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
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fragColor = color;
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}
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