Icons for modifier settings and replace modes. Rendering mirror lines and areas in world.
Removed shaders.
This commit is contained in:
@@ -1,105 +0,0 @@
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#version 150
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#moj_import <fog.glsl>
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uniform sampler2D Sampler0;
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uniform sampler2D Sampler2;
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uniform float GameTime;
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uniform vec4 ColorModulator;
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uniform float FogStart;
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uniform float FogEnd;
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uniform vec4 FogColor;
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uniform float dissolve; // Passed in via Callback
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uniform int highlight;
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uniform int red;
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uniform vec3 blockpos;
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uniform vec3 firstpos;
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uniform vec3 secondpos;
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in vec3 vertexPosition;
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in float vertexDistance;
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in vec4 vertexColor;
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in vec2 texCoord0;
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in vec4 normal;
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out vec4 fragColor;
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void main() {
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//convert gametime to seconds (roughly)
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float time = GameTime * 1200;
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vec3 pixelposition = floor(vertexPosition * 8.0) / 8.0;
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vec3 worldpos = blockpos + pixelposition.xyz;
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vec4 texcolor = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
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vec4 color = texcolor;
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vec3 firstposc = firstpos + 0.51; //center in block
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vec3 secondposc = secondpos + 0.5;
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//find place in between first and second pos
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float firstToSecond = length(secondposc - firstposc);
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float place = 0.0;
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if (firstToSecond > 0.5) {
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float placeFromFirst = length(worldpos - firstposc) / firstToSecond;
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float placeFromSecond = length(worldpos - secondposc) / firstToSecond;
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place = (placeFromFirst + (1.0 - placeFromSecond)) / 2.0;
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} //else only one block
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//find 2d texture coordinate for noise texture based on world position
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vec2 maskcoord = vec2(worldpos.y, worldpos.z);
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if (abs(normal.y) > 0.5)
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maskcoord = vec2(worldpos.x, worldpos.z);
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if (abs(normal.z) > 0.5)
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maskcoord = vec2(worldpos.x, worldpos.y);
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maskcoord /= 20.0;
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vec4 maskColor = texture(Sampler2, maskcoord);
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float maskgs = maskColor.r;
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color.rgb *= vertexColor.rgb;
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//desaturate
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color.rgb *= vec3(0.8);
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//add blueish hue
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color.rgb += vec3(-0.1, 0.0, 0.2);
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//add pulsing blue
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float pulse = (sin(time * 4.0) + 1.0) / 2.0;
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color.rgb += 0.4 * vec3(-0.5, 0.2, 0.6) * pulse;
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//add diagonal highlights
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float diagTime = mod(time / 2.0, 1.4) - 0.2;
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float diag = smoothstep(diagTime - 0.2, diagTime, place) - smoothstep(diagTime, diagTime + 0.2, place);
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color.rgb += 0.2 * diag * vec3(0.0, 0.2, 0.4);
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float diagTime2 = mod(time / 3.5, 1.4) - 0.2;
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float diag2 = smoothstep(diagTime2 - 0.2, diagTime2, place) - smoothstep(diagTime2, diagTime2 + 0.2, place);
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color.rgb += 0.2 * diag2 * vec3(0.0, 0.4, 0.8);
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//add flat shading
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// if (abs(normal.x) > 0.5)
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// color.rgb -= 0.0;
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if (abs(normal.y) > 0.5)
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color.rgb += 0.05;
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if (abs(normal.z) > 0.5)
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color.rgb -= 0.05;
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if (highlight == 1 && dissolve == 0.0) {
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color.rgb += vec3(0.0, 0.1, -0.2);
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}
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if (red == 1) {
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color.rgb += vec3(0.4, -0.3, -0.5);
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}
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color.r = max(0, min(1, color.r));
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color.g = max(0, min(1, color.g));
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color.b = max(0, min(1, color.b));
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if (maskgs * 0.3 + place * 0.7 <= dissolve)
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fragColor = vec4(texcolor.rgb, 0.0);
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else fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
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}
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@@ -1,37 +0,0 @@
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{
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"blend": {
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"func": "add",
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"srcrgb": "srcalpha",
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"dstrgb": "1-srcalpha"
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},
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"vertex": "effortlessbuilding:dissolve",
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"fragment": "effortlessbuilding:dissolve",
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"attributes": [
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"Position",
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"Color",
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"UV0",
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"UV2",
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"Normal"
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],
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"samplers": [
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{ "name": "Sampler0" },
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{ "name": "Sampler2" }
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],
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"uniforms": [
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{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
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{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
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{ "name": "ChunkOffset", "type": "float", "count": 3, "values": [ 0.0, 0.0, 0.0 ] },
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{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
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{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
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{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
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{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "GameTime", "type": "float", "count": 1, "values": [ 0.0 ] },
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{ "name": "dissolve", "type": "float", "count": 1, "values": [0.0] },
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{ "name": "highlight", "type": "int", "count": 1, "values": [0] },
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{ "name": "red", "type": "int", "count": 1, "values": [0] },
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{ "name": "blockpos", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
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{ "name": "firstpos", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
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{ "name": "secondpos", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] }
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]
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}
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@@ -1,31 +0,0 @@
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#version 150
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#moj_import <light.glsl>
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in vec3 Position;
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in vec4 Color;
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in vec2 UV0;
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in ivec2 UV2;
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in vec3 Normal;
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uniform sampler2D Sampler2;
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uniform mat4 ModelViewMat;
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uniform mat4 ProjMat;
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uniform vec3 ChunkOffset;
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out vec3 vertexPosition;
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out float vertexDistance;
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out vec4 vertexColor;
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out vec2 texCoord0;
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out vec4 normal;
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void main() {
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gl_Position = ProjMat * ModelViewMat * vec4(Position + ChunkOffset, 1.0);
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vertexPosition = gl_Position.xyz;
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vertexDistance = length((ModelViewMat * vec4(Position + ChunkOffset, 1.0)).xyz);
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vertexColor = Color;
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texCoord0 = UV0;
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normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
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}
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@@ -1,24 +0,0 @@
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#version 150
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#moj_import <fog.glsl>
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uniform sampler2D Sampler0;
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uniform vec4 ColorModulator;
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uniform float FogStart;
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uniform float FogEnd;
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uniform vec4 FogColor;
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in float vertexDistance;
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in vec4 vertexColor;
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in vec4 lightMapColor;
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in vec2 texCoord0;
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in vec4 normal;
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out vec4 fragColor;
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void main() {
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vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
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color *= lightMapColor;
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fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
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}
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@@ -1,31 +0,0 @@
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{
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"blend": {
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"func": "add",
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"srcrgb": "srcalpha",
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"dstrgb": "1-srcalpha"
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},
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"vertex": "effortlessbuilding:glowing_shader",
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"fragment": "effortlessbuilding:glowing_shader",
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"attributes": [
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"Position",
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"Color",
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"UV0",
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"UV1",
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"UV2",
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"Normal"
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],
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"samplers": [
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{ "name": "Sampler0" },
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{ "name": "Sampler2" }
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],
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"uniforms": [
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{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
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{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
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{ "name": "IViewRotMat", "type": "matrix3x3", "count": 9, "values": [ 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ] },
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{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
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{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
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{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
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{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "FogShape", "type": "int", "count": 1, "values": [ 0 ] }
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]
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}
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@@ -1,36 +0,0 @@
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#version 150
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#moj_import <fog.glsl>
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in vec3 Position;
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in vec4 Color;
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in vec2 UV0;
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in vec2 UV1;
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in ivec2 UV2;
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in vec3 Normal;
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uniform sampler2D Sampler1;
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uniform sampler2D Sampler2;
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uniform mat4 ModelViewMat;
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uniform mat4 ProjMat;
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uniform mat3 IViewRotMat;
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uniform int FogShape;
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out float vertexDistance;
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out vec4 vertexColor;
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out vec4 lightMapColor;
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out vec2 texCoord0;
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out vec2 texCoord1;
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out vec4 normal;
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void main() {
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gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
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vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
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vertexColor = Color;
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lightMapColor = texelFetch(Sampler2, UV2 / 16, 0);
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texCoord0 = UV0;
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texCoord1 = UV1;
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normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
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}
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@@ -1,15 +0,0 @@
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#version 120
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uniform sampler2D bgl_RenderedTexture;
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void main() {
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vec2 texcoord = vec2(gl_TexCoord[0]);
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vec4 color = texture2D(bgl_RenderedTexture, texcoord);
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float r = color.b * gl_Color.r;
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float g = color.g * gl_Color.g;
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float b = color.r * gl_Color.b;
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float a = color.a * gl_Color.a;
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gl_FragColor = vec4(r, g, b, a);
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}
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Before Width: | Height: | Size: 4.1 KiB After Width: | Height: | Size: 5.4 KiB |
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