Item shaders upgrade
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2 changed files with 2 additions and 28 deletions
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@ -1,28 +0,0 @@
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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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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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}
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color.a = 1.0;
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fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
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}
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@ -11,6 +11,7 @@ uniform vec4 FogColor;
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in float vertexDistance;
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in float vertexDistance;
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in vec4 vertexColor;
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in vec4 vertexColor;
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in vec2 texCoord0;
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in vec2 texCoord0;
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in vec4 overlayColor;
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out vec4 fragColor;
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out vec4 fragColor;
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@ -35,6 +36,7 @@ void main() {
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discard;
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discard;
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}
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}
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vec4 color = tex * ColorModulator;
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vec4 color = tex * ColorModulator;
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color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
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vec4 vertex = vertexColor;
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vec4 vertex = vertexColor;
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if (tex.a < 0.99) {
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if (tex.a < 0.99) {
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vec3 hsv = rgbToHSV(vertex.rgb);
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vec3 hsv = rgbToHSV(vertex.rgb);
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