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Stillkill committed 2026-03-08 15:34:38 -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
#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
#ifdef TINTED_ALPHA_TEST
varying float alphaTestMultiplier;
#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 == 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 // !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE)
#ifdef ALPHA_TEST
if(NEEDS_DISCARD(color))
discard;
#endif // ALPHA_TEST
#ifdef TINTED_ALPHA_TEST
vec4 testColor = color;
testColor.a *= alphaTestMultiplier;
if(NEEDS_DISCARD(testColor))
discard;
#endif // TINTED_ALPHA_TEST
#endif // NO_TEXTURE
#ifdef USE_COLOR_MASK
color.rgb = mix(color.rgb, color.rgb*changeColor.rgb, color.a);
color.a *= changeColor.a;
#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;
}
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#include "ShaderConstants.fxh"
#include "Util.fxh"
struct PS_Input {
float4 position : SV_Position;
float4 light : LIGHT;
float4 fogColor : FOG_COLOR;
#ifdef GLINT
// there is some alignment issue on the Windows Phone 1320 that causes the position
// to get corrupted if this is two floats and last in the struct memory wise
float4 layerUV : GLINT_UVS;
#endif
#ifdef USE_OVERLAY
float4 overlayColor : OVERLAY_COLOR;
#endif
#ifdef TINTED_ALPHA_TEST
float4 alphaTestMultiplier : ALPHA_MULTIPLIER;
#endif
float2 uv : TEXCOORD_0_FB_MSAA;
};
struct PS_Output
{
float4 color : SV_Target;
};
#ifdef USE_EMISSIVE
#define NEEDS_DISCARD(C) (C.a == 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
float4 glintBlend(float4 dest, float4 source) {
// glBlendFuncSeparate(GL_SRC_COLOR, GL_ONE, GL_ONE, GL_ZERO)
return float4(source.rgb * source.rgb, source.a) + float4(dest.rgb, 0.0);
}
void main( in PS_Input PSInput, out PS_Output PSOutput )
{
float4 color = float4( 1.0f, 1.0f, 1.0f, 1.0f );
#if( !defined(NO_TEXTURE) || !defined(COLOR_BASED) || defined(USE_COLOR_BLEND) )
#if !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE) || (VERSION < 0xa000 /*D3D_FEATURE_LEVEL_10_0*/)
color = TEXTURE_0.Sample( TextureSampler0, PSInput.uv );
#else
color = texture2D_AA(TEXTURE_0, TextureSampler0, PSInput.uv);
#endif
#ifdef ALPHA_TEST
if( NEEDS_DISCARD( color ) )
{
discard;
}
#endif
#ifdef TINTED_ALPHA_TEST
float4 testColor = color;
testColor.a = testColor.a * PSInput.alphaTestMultiplier.r;
if( NEEDS_DISCARD( testColor ) )
{
discard;
}
#endif
#endif
#ifdef USE_COLOR_MASK
color.rgb = lerp( color, color * CHANGE_COLOR, color.a ).rgb;
color.a *= CHANGE_COLOR.a;
#endif
#ifdef ITEM_IN_HAND
color.rgb = lerp(color, color * CHANGE_COLOR, PSInput.light.a).rgb;
#endif
#ifdef USE_MULTITEXTURE
float4 tex1 = TEXTURE_1.Sample(TextureSampler1, PSInput.uv);
float4 tex2 = TEXTURE_2.Sample(TextureSampler2, PSInput.uv);
color.rgb = lerp(color.rgb, tex1, tex1.a);
#ifdef COLOR_SECOND_TEXTURE
if (tex2.a > 0.0f) {
color.rgb = lerp(tex2.rgb, tex2 * CHANGE_COLOR, tex2.a);
}
#else
color.rgb = lerp(color.rgb, tex2, tex2.a);
#endif
#endif
#ifdef USE_OVERLAY
//use either the diffuse or the OVERLAY_COLOR
color.rgb = lerp( color, PSInput.overlayColor, PSInput.overlayColor.a ).rgb;
#endif
#ifdef USE_EMISSIVE
//make glowy stuff
color *= lerp( float( 1.0 ).xxxx, PSInput.light, color.a );
#else
color *= PSInput.light;
#endif
//apply fog
color.rgb = lerp( color.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a );
#ifdef GLINT
// Applies color mask to glint texture instead and blends with original color
float4 layer1 = TEXTURE_1.Sample(TextureSampler1, frac(PSInput.layerUV.xy)).rgbr * GLINT_COLOR;
float4 layer2 = TEXTURE_1.Sample(TextureSampler1, frac(PSInput.layerUV.zw)).rgbr * GLINT_COLOR;
float4 glint = (layer1 + layer2) * TILE_LIGHT_COLOR;
color = glintBlend(color, glint);
#endif
//WARNING do not refactor this
PSOutput.color = color;
#ifdef VR_MODE
// On Rift, the transition from 0 brightness to the lowest 8 bit value is abrupt, so clamp to
// the lowest 8 bit value.
PSOutput.color = max(PSOutput.color, 1 / 255.0f);
#endif
}