Migrate rendering to OpenGL 3.2 / OpenGL ES 3.0.
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committed by
RoosterDragon
parent
91c63034d3
commit
ce8112fb5a
@@ -1,22 +1,28 @@
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#version {VERSION}
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D Palette, DiffuseTexture;
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uniform vec2 PaletteRows;
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uniform vec4 LightDirection;
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uniform vec3 AmbientLight, DiffuseLight;
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varying vec4 vTexCoord;
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varying vec4 vChannelMask;
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varying vec4 vNormalsMask;
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in vec4 vTexCoord;
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in vec4 vChannelMask;
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in vec4 vNormalsMask;
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out vec4 fragColor;
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void main()
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{
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vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
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vec4 color = texture2D(Palette, vec2(dot(x, vChannelMask), PaletteRows.x));
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vec4 x = texture(DiffuseTexture, vTexCoord.st);
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vec4 color = texture(Palette, vec2(dot(x, vChannelMask), PaletteRows.x));
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if (color.a < 0.01)
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discard;
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vec4 y = texture2D(DiffuseTexture, vTexCoord.pq);
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vec4 normal = (2.0 * texture2D(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0);
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vec4 y = texture(DiffuseTexture, vTexCoord.pq);
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vec4 normal = (2.0 * texture(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0);
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vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
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gl_FragColor = vec4(intensity * color.rgb, color.a);
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fragColor = vec4(intensity * color.rgb, color.a);
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}
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