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#version 100
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uniform sampler2D TEXTURE_0;
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uniform sampler2D TEXTURE_1;
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uniform sampler2D TEXTURE_2;
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varying vec4 light;
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varying vec4 fogColor;
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#ifndef COLOR_BASED
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varying vec2 uv;
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#endif
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#ifdef USE_OVERLAY
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varying vec4 overlayColor;
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#endif
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#ifdef USE_EMISSIVE
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#define NEEDS_DISCARD(C) (C.a + C.r + C.g + C.b == 0.0)
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#else
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#define NEEDS_DISCARD(C) (C.a < 0.5)
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#endif
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void main()
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{
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vec4 color = vec4(1.0);
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#ifndef COLOR_BASED
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color = texture2D( TEXTURE_0, uv );
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#ifdef ALPHA_TEST
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if(NEEDS_DISCARD(color))
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discard;
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#endif
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vec4 markings = texture2D( TEXTURE_1, uv );
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vec4 armor = texture2D( TEXTURE_2, uv );
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color.rgb = mix(color, markings, markings.a).rgb;
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color.rgb = mix(color, armor, armor.a).rgb;
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#endif
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#ifdef USE_OVERLAY
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//use either the diffuse or the OVERLAY_COLOR
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color.rgb = mix(color, overlayColor, overlayColor.a).rgb;
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#endif
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#ifdef USE_EMISSIVE
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//make glowy stuff
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color *= mix(vec4(1.0), light, color.a );
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#else
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color *= light;
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#endif
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//apply fog
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color.rgb = mix( color.rgb, fogColor.rgb, fogColor.a );
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//WARNING do not refactor this
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gl_FragColor = color;
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}
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