#version {VERSION} #ifdef GL_ES precision mediump float; #endif uniform sampler2D Palette, DiffuseTexture; uniform vec2 PaletteRows; uniform vec4 LightDirection; uniform vec3 AmbientLight, DiffuseLight; #if __VERSION__ == 120 varying vec4 vTexCoord; varying vec4 vChannelMask; varying vec4 vNormalsMask; #else in vec4 vTexCoord; in vec4 vChannelMask; in vec4 vNormalsMask; out vec4 fragColor; #endif void main() { #if __VERSION__ == 120 vec4 x = texture2D(DiffuseTexture, vTexCoord.st); vec4 color = texture2D(Palette, vec2(dot(x, vChannelMask), PaletteRows.x)); if (color.a < 0.01) discard; vec4 y = texture2D(DiffuseTexture, vTexCoord.pq); vec4 normal = (2.0 * texture2D(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0); vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0); gl_FragColor = vec4(intensity * color.rgb, color.a); #else vec4 x = texture(DiffuseTexture, vTexCoord.st); vec4 color = texture(Palette, vec2(dot(x, vChannelMask), PaletteRows.x)); if (color.a < 0.01) discard; vec4 y = texture(DiffuseTexture, vTexCoord.pq); vec4 normal = (2.0 * texture(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0); vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0); fragColor = vec4(intensity * color.rgb, color.a); #endif }