// __multiversion__ // This signals the loading code to prepend either #version 100 or #version 300 es as apropriate. // To use centroid sampling we need to have version 300 es shaders, which requires changing: // attribute to in // varying to out when in vertex shaders or in when in fragment shaders // defining an out vec4 FragColor and replacing uses of gl_FragColor with FragColor // texture2D to texture #if __VERSION__ >= 300 // version 300 code #define varying in #define texture2D texture out vec4 FragColor; #define gl_FragColor FragColor #ifdef MSAA_FRAMEBUFFER_ENABLED #define _centroid centroid #else #define _centroid #endif #ifndef NO_TEXTURE _centroid in vec2 uv; #endif #else // version 100 code #ifndef NO_TEXTURE #if defined(TEXEL_AA) && defined(TEXEL_AA_FEATURE) varying highp vec2 uv; #else varying vec2 uv; #endif #endif #endif #include "shaders/util.h" uniform sampler2D TEXTURE_0; uniform sampler2D TEXTURE_1; #ifdef USE_MULTITEXTURE uniform sampler2D TEXTURE_2; #endif varying vec4 light; varying vec4 fogColor; #ifdef USE_OVERLAY varying vec4 overlayColor; #endif #if defined(USE_COLOR_MASK) || defined(ITEM_IN_HAND) || defined(COLOR_SECOND_TEXTURE) varying vec4 changeColor; #endif #ifdef GLINT varying vec2 layer1UV; varying vec2 layer2UV; varying vec4 tileLightColor; varying vec4 glintColor; #endif vec4 glintBlend(vec4 dest, vec4 source) { // glBlendFuncSeparate(GL_SRC_COLOR, GL_ONE, GL_ONE, GL_ZERO) return vec4(source.rgb * source.rgb, source.a) + vec4(dest.rgb, 0.0); } #ifdef USE_EMISSIVE #define NEEDS_DISCARD(C) (C.a + C.r + C.g + C.b == 0.0) #else #ifndef USE_COLOR_MASK #define NEEDS_DISCARD(C) (C.a < 0.5) #else #define NEEDS_DISCARD(C) (C.a <= 0.0) #endif #endif void main() { vec4 color = vec4(1.0); #ifndef NO_TEXTURE #if !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE) color = texture2D( TEXTURE_0, uv ); #else color = texture2D_AA(TEXTURE_0, uv); #endif #ifdef ALPHA_TEST if(NEEDS_DISCARD(color)) discard; #endif #endif #ifdef USE_COLOR_MASK color.rgb = mix(color.rgb, color.rgb*changeColor.rgb, color.a); color.a = 1.0; #endif #ifdef ITEM_IN_HAND color.rgb = mix(color.rgb, color.rgb*changeColor.rgb, light.a); #endif #ifdef USE_MULTITEXTURE vec4 tex1 = texture2D( TEXTURE_1, uv ); vec4 tex2 = texture2D( TEXTURE_2, uv ); color.rgb = mix(color.rgb, tex1.rgb, tex1.a); #ifdef COLOR_SECOND_TEXTURE if (tex2.a > 0.0) { color.rgb = tex2.rgb + (tex2.rgb * changeColor.rgb - tex2.rgb)*tex2.a;//lerp(tex2.rgb, tex2 * changeColor.rgb, tex2.a) } #else color.rgb = mix(color.rgb, tex2.rgb, tex2.a); #endif #endif #ifdef USE_OVERLAY //use either the diffuse or the OVERLAY_COLOR color.rgb = mix(color, overlayColor, overlayColor.a).rgb; #endif #ifdef USE_EMISSIVE //make glowy stuff color *= mix(vec4(1.0), light, color.a ); #else color *= light; #endif //apply fog color.rgb = mix( color.rgb, fogColor.rgb, fogColor.a ); #ifdef GLINT // Applies color mask to glint texture instead and blends with original color vec4 layer1 = texture2D(TEXTURE_1, fract(layer1UV)).rgbr * glintColor; vec4 layer2 = texture2D(TEXTURE_1, fract(layer2UV)).rgbr * glintColor; vec4 glint = (layer1 + layer2) * tileLightColor; color = glintBlend(color, glint); #endif //WARNING do not refactor this // gl_FragColor = color; gl_FragData[0] = color; vec3 lightCol = pow(mix(light.rgb, light.rgb * color.rgb, 0.8), vec3(3.0)) * 2.0; gl_FragData[1] = vec4(lightCol, 1.0); }