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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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#if defined(TEXEL_AA) && defined(TEXEL_AA_FEATURE)
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_centroid in highp vec2 uv0;
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_centroid in highp vec2 uv1;
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#else
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_centroid in vec2 uv0;
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_centroid in vec2 uv1;
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#endif
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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 uv0;
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varying vec2 uv1;
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#endif
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varying vec4 color;
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#ifdef FOG
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varying vec4 fogColor;
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#endif
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#ifdef NEAR_WATER
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varying float cameraDist;
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#endif
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#include "shaders/util.h"
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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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void main()
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{
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#if !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE)
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vec4 diffuse = texture2D( TEXTURE_0, uv0 );
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#else
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vec4 diffuse = texture2D_AA(TEXTURE_0, uv0 );
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#endif
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vec4 inColor = color;
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#ifdef SEASONS_FAR
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diffuse.a = 1.0;
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inColor.b = 1.0;
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#endif
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#ifdef ALPHA_TEST
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#ifdef ALPHA_TO_COVERAGE
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float alphaThreshold = .05;
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#else
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float alphaThreshold = .5;
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#endif
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if(diffuse.a < alphaThreshold)
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discard;
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#endif
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diffuse = diffuse * texture2D( TEXTURE_1, uv1 );
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#ifndef SEASONS
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#if !defined(ALPHA_TEST) && !defined(BLEND)
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diffuse.a = inColor.a;
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#elif defined(BLEND)
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diffuse.a *= inColor.a;
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#ifdef NEAR_WATER
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float alphaFadeOut = clamp(cameraDist, 0.0, 1.0);
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diffuse.a = mix(diffuse.a, 1.0, alphaFadeOut);
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#endif
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#endif
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diffuse.rgb *= inColor.rgb;
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#else
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vec2 uv = inColor.xy;
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diffuse.rgb *= mix(vec3(1.0,1.0,1.0), texture2D( TEXTURE_2, uv).rgb*2.0, inColor.b);
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diffuse.rgb *= inColor.aaa;
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diffuse.a = 1.0;
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#endif
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#ifdef FOG
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diffuse.rgb = mix( diffuse.rgb, fogColor.rgb, fogColor.a );
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#endif
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// Lovika glow, do this in a separate glow material instead
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//diffuse.a = 1.0;
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// gl_FragColor = diffuse;
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gl_FragData[0] = diffuse;
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vec3 lightTex = texture2D( TEXTURE_1, uv1 ).rgb;
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vec3 lightCol = pow(mix(lightTex, lightTex * diffuse.rgb, 0.8), vec3(3.0)) * 2.5;
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// vec3 lightCol = pow(max(pow(mix(lightTex, lightTex * diffuse.rgb, 0.8), vec3(3.0)) - 0.1, 0.0), vec3(0.25));
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gl_FragData[1] = vec4(lightCol, 1.0);
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}
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