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26 lines
449 B
GLSL
26 lines
449 B
GLSL
uniform sampler2D tex0;
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uniform vec4 u_reflProps;
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#define glossMult (u_reflProps.x)
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FSIN vec3 v_normal;
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FSIN vec3 v_light;
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FSIN vec2 v_tex0;
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FSIN float v_fog;
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void
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main(void)
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{
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vec4 color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
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vec3 n = 2.0*v_normal-1.0; // unpack
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vec3 v = 2.0*v_light-1.0; //
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float s = dot(n, v);
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color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;
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DoAlphaTest(color.a);
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FRAGCOLOR(color);
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}
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