Remove duplication between world/chrome shaders.
This commit is contained in:
@@ -1,7 +0,0 @@
|
||||
uniform vec2 r1, r2; // matrix elements
|
||||
void main()
|
||||
{
|
||||
vec2 p = gl_Vertex.xy*r1 + r2;
|
||||
gl_Position = vec4(p.x,p.y,0,1);
|
||||
gl_FrontColor = gl_MultiTexCoord0;
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
uniform vec2 r1,r2; // matrix elements
|
||||
|
||||
vec4 DecodeChannelMask( float x )
|
||||
{
|
||||
if (x > 0.0)
|
||||
return (x > 0.5) ? vec4(1,0,0,0) : vec4(0,1,0,0);
|
||||
else
|
||||
return (x < -0.5) ? vec4(0,0,0,1) : vec4(0,0,1,0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = gl_Vertex.xy*r1 + r2;
|
||||
gl_Position = vec4(p.x,p.y,0,1);
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_TexCoord[1] = DecodeChannelMask(gl_MultiTexCoord0.w);
|
||||
}
|
||||
@@ -1,4 +0,0 @@
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = gl_Color;
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
uniform sampler2D DiffuseTexture, Palette;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
|
||||
vec2 p = vec2( dot(x, gl_TexCoord[1]), gl_TexCoord[0].p );
|
||||
gl_FragColor = texture2D(Palette,p);
|
||||
}
|
||||
Reference in New Issue
Block a user