Initial Commit
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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,FogEnd;
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uniform vec4 FogColor;
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uniform float GameTime;
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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 float depthLevel;
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out vec4 fragColor;
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void main() {
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vec4 texColor = texture(Sampler0, texCoord0);
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vec4 color = texColor * vertexColor * ColorModulator;
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if (color.a < 0.1) {
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discard;
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}
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if (depthLevel == 114514.0) {
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discard;
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}
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if (texColor.a == 254.0/255.0) {
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if (depthLevel == 1000.0
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|| depthLevel == 2200
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|| depthLevel == 50
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|| depthLevel == 2650
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|| depthLevel == 200
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|| depthLevel == 400
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|| depthLevel == 2800
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|| depthLevel == 2400
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) {
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discard;
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} else {
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color = vec4(texColor.rgb, 1.0) * vertexColor * ColorModulator;
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}
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}
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fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
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}
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@@ -0,0 +1,28 @@
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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": "rendertype_text",
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"fragment": "rendertype_text",
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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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],
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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": "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": "GameTime", "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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]
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}
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@@ -0,0 +1,43 @@
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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 ivec2 UV2;
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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 float GameTime;
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uniform int FogShape;
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uniform vec2 ScreenSize;
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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 float depthLevel;
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void main() {
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vec4 vertex = vec4(Position, 1.0);
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vertexDistance = fog_distance(Position, FogShape);
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depthLevel = Position.z;
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texCoord0 = UV0;
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if (Color.xyz == vec3(255., 254., 253.) / 255. && (Position.z == 50.03 || Position.z == 200.03 || Position.z == 400.03 || Position.z == 1000.03 || Position.z == 2000 || Position.z == 2200.03 || Position.z == 2400.06 || Position.z == 2400.12 || Position.z == 2650.03 || Position.z == 2800.03)) {
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vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0);
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vertex.y += 1;
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vertex.x += 1;
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gl_Position = ProjMat * ModelViewMat * vertex;
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} else if (Color.xyz == vec3(240., 240., 240.) / 255.) {
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vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0);
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vertexColor.rgb = texelFetch(Sampler2, UV2 / 16, 0).rgb;
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gl_Position = ProjMat * ModelViewMat * vertex;
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} else if (Color.xyz == vec3(60., 60., 60.) / 255.) {
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vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0);
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depthLevel = 114514.0;
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gl_Position = ProjMat * ModelViewMat * vertex;
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} else {
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vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0);
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gl_Position = ProjMat * ModelViewMat * vertex;
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}
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}
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After Width: | Height: | Size: 2.3 KiB |
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After Width: | Height: | Size: 482 B |
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After Width: | Height: | Size: 2.3 KiB |
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After Width: | Height: | Size: 1.8 KiB |
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After Width: | Height: | Size: 272 B |
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After Width: | Height: | Size: 2.7 KiB |
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After Width: | Height: | Size: 1010 B |
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After Width: | Height: | Size: 2.4 KiB |
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After Width: | Height: | Size: 4.2 KiB |
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After Width: | Height: | Size: 6.2 KiB |
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After Width: | Height: | Size: 6.3 KiB |
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After Width: | Height: | Size: 6.3 KiB |
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After Width: | Height: | Size: 5.7 KiB |
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After Width: | Height: | Size: 5.7 KiB |
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After Width: | Height: | Size: 6.2 KiB |
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After Width: | Height: | Size: 6.0 KiB |
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After Width: | Height: | Size: 6.2 KiB |
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After Width: | Height: | Size: 5.4 KiB |
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After Width: | Height: | Size: 6.0 KiB |
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After Width: | Height: | Size: 5.4 KiB |
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After Width: | Height: | Size: 6.1 KiB |
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After Width: | Height: | Size: 5.7 KiB |
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After Width: | Height: | Size: 5.4 KiB |
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After Width: | Height: | Size: 6.1 KiB |
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After Width: | Height: | Size: 5.4 KiB |
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After Width: | Height: | Size: 5.7 KiB |
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After Width: | Height: | Size: 5.6 KiB |
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After Width: | Height: | Size: 6.4 KiB |