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#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
in vec2 BTexCoord;
in vec4 Color;
in vec4 MQPos;
in vec4 Viewport;
in mat4 ProjInv;
in vec4 FogColor;
in vec2 FogStartEnd;
in float FogFactor;
flat in vec2 ProvokingTexCoord;
uniform sampler2D atlas;
uniform sampler2D lightTex;
void main()
{
vec2 goodTexCoord = TexCoord;
#ifdef SIMPLIFY_MESHES
if(MQPos.x <= 254){
float wrappedU = mod(MQPos.x, 1.0);
float wrappedV = mod(MQPos.y, 1.0);
goodTexCoord = ProvokingTexCoord.xy + (((TexCoord.xy - ProvokingTexCoord.xy) / MQPos.zw) * vec2(wrappedU, wrappedV));
}
#endif
vec4 texColor = texture(atlas, goodTexCoord
#ifdef SHORT_UV
/ 32768.0
#endif
);
vec4 colorMult = Color/256.0;
vec4 lightyColor = texture(lightTex, (BTexCoord + 8.0) / 256.0);
vec4 rasterColor =
#ifdef PASS_0
vec4((texColor.xyz * colorMult.xyz) * lightyColor.xyz, texColor.w);
#else
(texColor * colorMult) * lightyColor;
#endif
#ifdef RENDER_FOG
FragColor = vec4(mix(FogColor.xyz, rasterColor.xyz, FogFactor), rasterColor.w);
#else
FragColor = rasterColor;
#endif
}
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