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// __multiversion__
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// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
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// To use centroid sampling we need to have version 300 es shaders, which requires changing:
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// attribute to in
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// varying to out when in vertex shaders or in when in fragment shaders
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// defining an out vec4 FragColor and replacing uses of gl_FragColor with FragColor
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// texture2D to texture
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#if __VERSION__ >= 300
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// version 300 code
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#ifdef MSAA_FRAMEBUFFER_ENABLED
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#define _centroid centroid
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#else
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#define _centroid
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#endif
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_centroid in vec2 uv;
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#define varying in
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#define texture2D texture
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out vec4 FragColor;
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#define gl_FragColor FragColor
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#else
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// version 100 code
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varying vec2 uv;
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#endif
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uniform vec4 CURRENT_COLOR;
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uniform sampler2D TEXTURE_0;
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void main()
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{
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vec4 diffuse = texture2D( TEXTURE_0, uv );
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#ifdef ALPHA_TEST
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if(diffuse.a < 0.5)
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discard;
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#endif
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float grayscale = (CURRENT_COLOR.r * diffuse.r * 0.3 + CURRENT_COLOR.g * diffuse.g * 0.59 + CURRENT_COLOR.b * diffuse.b * 0.11);
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vec4 gray_color = vec4(grayscale, grayscale, grayscale, CURRENT_COLOR.a * diffuse.a);
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gl_FragColor = gray_color;
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}
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