Initial Commit

This commit is contained in:
BuildTools
2024-11-12 23:57:52 +01:00
commit da4cf9213f
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#version 150
#moj_import<fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart,FogEnd;
uniform vec4 FogColor;
uniform float GameTime;
in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
in float depthLevel;
out vec4 fragColor;
void main() {
vec4 texColor = texture(Sampler0, texCoord0);
vec4 color = texColor * vertexColor * ColorModulator;
if (color.a < 0.1) {
discard;
}
if (depthLevel == 114514.0) {
discard;
}
if (texColor.a == 254.0/255.0) {
if (depthLevel == 1000.0
|| depthLevel == 2200
|| depthLevel == 50
|| depthLevel == 2650
|| depthLevel == 200
|| depthLevel == 400
|| depthLevel == 2800
|| depthLevel == 2400
) {
discard;
} else {
color = vec4(texColor.rgb, 1.0) * vertexColor * ColorModulator;
}
}
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

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{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "rendertype_text",
"fragment": "rendertype_text",
"attributes": [
"Position",
"Color",
"UV0",
"UV2"
],
"samplers": [
{ "name": "Sampler0" },
{ "name": "Sampler2" }
],
"uniforms": [
{ "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 ] },
{ "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 ] },
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "GameTime", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
]
}

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#version 150
#moj_import <fog.glsl>
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in ivec2 UV2;
uniform sampler2D Sampler2;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform float GameTime;
uniform int FogShape;
uniform vec2 ScreenSize;
out float vertexDistance;
out vec4 vertexColor;
out vec2 texCoord0;
out float depthLevel;
void main() {
vec4 vertex = vec4(Position, 1.0);
vertexDistance = fog_distance(Position, FogShape);
depthLevel = Position.z;
texCoord0 = UV0;
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)) {
vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0);
vertex.y += 1;
vertex.x += 1;
gl_Position = ProjMat * ModelViewMat * vertex;
} else if (Color.xyz == vec3(240., 240., 240.) / 255.) {
vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0);
vertexColor.rgb = texelFetch(Sampler2, UV2 / 16, 0).rgb;
gl_Position = ProjMat * ModelViewMat * vertex;
} else if (Color.xyz == vec3(60., 60., 60.) / 255.) {
vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0);
depthLevel = 114514.0;
gl_Position = ProjMat * ModelViewMat * vertex;
} else {
vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0);
gl_Position = ProjMat * ModelViewMat * vertex;
}
}

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