57 lines
1.5 KiB
Text
57 lines
1.5 KiB
Text
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#version 150
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#if defined(RENDERTYPE_ENTITY_TRANSLUCENT_CULL)
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#ifdef VERTEX_SHADER
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struct Transform {
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vec3 position;
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vec4 color;
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} transform;
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void anchorZ(float depth, float target) {
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if(transform.position.z != depth) {
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return;
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}
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transform.position.z = target;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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struct Transform {
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vec4 vertColor;
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vec4 overlayColor;
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vec4 shadeColor;
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vec4 lightColor;
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vec4 texColor;
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vec4 color;
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vec4 colorMod;
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float vertexDistance;
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float alpha;
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float emissive;
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float depth;
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} transform;
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void emissiveModel() {
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transform.emissive = sign(abs(transform.texColor.a - 254.0 / 255.0));
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transform.texColor.a = mix(1, transform.texColor.a, transform.emissive);
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transform.color = transform.texColor * mix(transform.shadeColor, transform.vertColor, transform.emissive) * transform.colorMod;
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transform.color.rgb = mix(transform.overlayColor.rgb, transform.color.rgb, transform.overlayColor.a);
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transform.color *= mix(vec4(1), transform.lightColor, transform.emissive);
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}
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void perspectiveModel(float worldAlpha, float interfaceAlpha, float depth) {
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if(alpha(transform.alpha, worldAlpha) && transform.vertexDistance < 800)
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discard;
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if(transform.vertexDistance >= 800) {
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if(alpha(transform.alpha, worldAlpha) && transform.depth < depth)
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discard;
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else if(alpha(transform.alpha, interfaceAlpha) && transform.depth >= depth)
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discard;
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}
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}
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#endif
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#endif
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