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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
#ifdef MSAA_FRAMEBUFFER_ENABLED
#define _centroid centroid
#else
#define _centroid
#endif
#ifndef BYPASS_PIXEL_SHADER
#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
#endif
#define varying in
#define texture2D texture
out vec4 FragColor;
#define gl_FragColor FragColor
#else
// version 100 code
#ifndef BYPASS_PIXEL_SHADER
varying vec2 uv0;
varying vec2 uv1;
#endif
#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()
{
vec4 diffuse = texture2D( TEXTURE_0, uv0 );
vec4 inColor = color;
#ifdef SEASONS_FAR
diffuse.a = 1.0;
inColor.b = 1.0;
#endif
if(diffuse.a <= 0.0)
discard;
diffuse = diffuse * texture2D( TEXTURE_1, uv1 );
#ifndef SEASONS
diffuse.rgb *= mix(vec3(1.0, 1.0, 1.0), inColor.rgb, diffuse.a);
diffuse.a = 1.0;
#else
vec2 uv = inColor.xy;
inColor.b = mix(0.0, color.b, diffuse.a);
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
gl_FragColor = diffuse;
}
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#include "ShaderConstants.fxh"
#include "Util.fxh"
struct PS_Input
{
float4 position : SV_Position;
#ifndef BYPASS_PIXEL_SHADER
lpfloat4 color : COLOR;
snorm float2 uv0 : TEXCOORD_0_FB_MSAA;
snorm float2 uv1 : TEXCOORD_1_FB_MSAA;
#endif
#ifdef NEAR_WATER
float cameraDist : TEXCOORD_2;
#endif
#ifdef FOG
float4 fogColor : FOG_COLOR;
#endif
};
struct PS_Output
{
float4 color : SV_Target;
};
void main( in PS_Input PSInput, out PS_Output PSOutput )
{
float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv0);
#ifdef SEASONS_FAR
diffuse.a = 1.0f;
PSInput.color.b = 1.0f;
#endif
//If we know that all the verts in a triangle will have the same alpha, we should cull there first.
if (diffuse.a <= 0.0f) {
discard;
}
diffuse = diffuse * TEXTURE_1.Sample(TextureSampler1, PSInput.uv1);
#ifndef SEASONS
diffuse.rgb *= lerp(1.0f, PSInput.color.rgb, diffuse.a);
diffuse.a = 1.0f;
#else
float2 uv = PSInput.color.xy;
PSInput.color.b = lerp(0.0f, PSInput.color.b, diffuse.a);
diffuse.rgb *= lerp(1.0f, TEXTURE_2.Sample(TextureSampler2, uv).rgb*2.0f, PSInput.color.b);
diffuse.rgb *= PSInput.color.aaa;
diffuse.a = 1.0f;
#endif
#ifdef FOG
diffuse.rgb = lerp( diffuse.rgb, PSInput.fogColor.rgb, PSInput.fogColor.a );
#endif
PSOutput.color = diffuse;
#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
}