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Narration-NoGeneratedLevel-…/data/shaders/iteminhand.fragment
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2026-03-08 15:37:55 -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
layout(location = 0) out vec4 FragColor;
#define gl_FragColor FragColor
layout(location = 1) out vec4 FragData;
#define gl_FragData FragData
#else
// version 100 code
#endif
uniform vec4 OVERLAY_COLOR;
uniform vec4 BLOOM_CONTROL;
varying vec4 light;
void main()
{
vec4 color = mix(vec4(1), light, light.a );
color.rgb = mix(color, OVERLAY_COLOR, OVERLAY_COLOR.a).rgb;
#if __VERSION__ >= 300
gl_FragColor = color;
vec3 lightCol = pow(light.rgb, vec3(BLOOM_CONTROL.x)) * BLOOM_CONTROL.y * 0.5;
gl_FragData = vec4(lightCol, 1.0);
#else
gl_FragColor = color;
#endif
}