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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
#ifdef MSAA_FRAMEBUFFER_ENABLED
#define _centroid centroid
#else
#define _centroid
#endif
#if defined(TEXEL_AA) && defined(TEXEL_AA_FEATURE)
_centroid in highp vec2 uv0;
_centroid in highp vec2 uv1;
#else
_centroid in vec2 uv0;
_centroid in vec2 uv1;
#endif
#define varying in
#define texture2D texture
out vec4 FragColor;
#define gl_FragColor FragColor
#else
// version 100 code
varying vec2 uv0;
varying vec2 uv1;
#endif
varying vec4 color;
#ifdef FOG
varying vec4 fogColor;
#endif
#ifdef NEAR_WATER
varying float cameraDist;
#endif
#include "shaders/util.h"
uniform sampler2D TEXTURE_0;
uniform sampler2D TEXTURE_1;
uniform sampler2D TEXTURE_2;
void main()
{
#if !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE)
vec4 diffuse = texture2D( TEXTURE_0, uv0 );
#else
vec4 diffuse = texture2D_AA(TEXTURE_0, uv0 );
#endif
vec4 inColor = color;
#ifdef SEASONS_FAR
diffuse.a = 1.0;
inColor.b = 1.0;
#endif
#ifdef ALPHA_TEST
#ifdef ALPHA_TO_COVERAGE
float alphaThreshold = .05;
#else
float alphaThreshold = .5;
#endif
if(diffuse.a < alphaThreshold)
discard;
#endif
diffuse = diffuse * texture2D( TEXTURE_1, uv1 );
#ifndef SEASONS
#if !defined(ALPHA_TEST) && !defined(BLEND)
diffuse.a = inColor.a;
#elif defined(BLEND)
diffuse.a *= inColor.a;
#ifdef NEAR_WATER
float alphaFadeOut = clamp(cameraDist, 0.0, 1.0);
diffuse.a = mix(diffuse.a, 1.0, alphaFadeOut);
#endif
#endif
diffuse.rgb *= inColor.rgb;
#else
vec2 uv = inColor.xy;
diffuse.rgb *= mix(vec3(1.0,1.0,1.0), texture2D( TEXTURE_2, uv).rgb*2.0, inColor.b);
diffuse.rgb *= inColor.aaa;
diffuse.a = 1.0;
#endif
#ifdef FOG
diffuse.rgb = mix( diffuse.rgb, fogColor.rgb, fogColor.a );
#endif
// Lovika glow, do this in a separate glow material instead
//diffuse.a = 1.0;
// gl_FragColor = diffuse;
gl_FragData[0] = diffuse;
vec3 lightTex = texture2D( TEXTURE_1, uv1 ).rgb;
vec3 lightCol = pow(mix(lightTex, lightTex * diffuse.rgb, 0.8), vec3(3.0)) * 2.5;
// vec3 lightCol = pow(max(pow(mix(lightTex, lightTex * diffuse.rgb, 0.8), vec3(3.0)) - 0.1, 0.0), vec3(0.25));
gl_FragData[1] = vec4(lightCol, 1.0);
}