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2026-03-08 15:30:46 -05:00

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// __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
#else
// version 100 code
#endif
uniform sampler2D TEXTURE_0;
uniform sampler2D TEXTURE_1;
varying vec2 uv;
varying vec4 color;
varying vec4 worldPosition;
varying vec4 fogColor;
void main()
{
vec4 albedo = texture2D( TEXTURE_0, uv);
#ifdef ALPHA_TEST
if (albedo.a < 0.5)
discard;
#endif
albedo.a *= color.a;
vec2 occlusionUV = worldPosition.xz;
vec4 occlusionTexture = texture2D( TEXTURE_1, occlusionUV);
// clamp the uvs
if ( occlusionUV.x >= 0.0 && occlusionUV.x <= 1.0 &&
occlusionUV.y >= 0.0 && occlusionUV.y <= 1.0 &&
worldPosition.y < occlusionTexture.a) {
albedo.a = 0.0;
}
float mixAmount = clamp ( (worldPosition.y - occlusionTexture.a)*10.0, 0.0, 1.0);
vec3 lighting = mix(occlusionTexture.rgb, color.rgb, mixAmount);
vec4 finalOutput = albedo;
finalOutput.rgb *= lighting.rgb;
//apply fog
gl_FragColor.rgb = mix( finalOutput.rgb, fogColor.rgb, fogColor.a );
gl_FragColor.a = finalOutput.a;
}