mirror of
https://github.com/izzy2lost/Ghostship.git
synced 2026-06-19 01:17:03 -07:00
20674529ab
* Fixed GeoLayout loading and implemented mario loading from otr * Ported bobomb and coins * Ported cannon barrel * Ported blue_coin_switch * Fixed collision loading * Ported checkerboard_platform * Ported most of common0 to otr * Fixed amp on jp * Fixed some wrong yamls * Fixed faulty snow interpolation * Bump LUS * Extracted 99.99999% actors to be loaded from otr * Removed unnessesary print and added o2r mod support * Fixed headers * Added us support into geolayout parser * Fixed conflicts * Removed done indicators * Remove duplicated headers * Added bbh, bitdw, bitfs, bits, bob and lll loaded from otr * Bump torch * Fixed linux compilation * Pushed header generation * Got compiling on Linux working. (#59) * Added more data and hopefully fix more issues * Updated libultraship * bin dls and vtxs (#60) * Fixed master volume * Updated torch * Renamed otr files * Renamed otr en cmakelists * Updated libultraship and torch * Removed actors code * [WIP] The big one that removes almost all hardcoded assets from levels and actors * Updating cmake to match Starship * Updated more references * Updated cmake to add more targets * Updated o2r name * Removed unnecesary dma call * Updated gitmodules * Bump LUS, fixed cmake and fixed audio on windows * Update torch and wdw * Fixed some corrupted ptrs, cleaned up jp support and fixed bully * Added USE_GBI_TRACE * Fixed packaging.cmake and audio fixes * Removed old LUS * Updated torch and readded LUS * More compilation issues * Removed interpolation to use on the future the new system * Bump libs * Reimplemented skybox, and added synthesis overflow fix * Removed prints to use SPDLOG * This should had been on another branch but fuck it * Added more interpolation stuff * Fixed interpolation, fixed some random things and ported from GameInteractor to Lwyx's EventSystem * Removed some FrameInterpolation changes * Fixed gitignore and implemented PortEnhancements * Fixed interpolation crashes, WIP implemented reset among other fixes * Bump torch to fix paintings * Moved log to be a trace * Readded some frame tagging * Fixed rumble * Fixed skybox crashes * Bump LUS * Moved skybox and floats to float for better precision * Moved to health change and created lives change event * Fixed bubbles being broken * Fixed lives event not being registered * Fixed skybox crashes * Initialized mixer variables * Fixed some memory leaks * Fixed trajectory being exported incorrectly * Hopefully fixed us yamls * Fixed remaining us issues * Implemented o2r generation among some other things --------- Co-authored-by: KiritoDv <KiritoDv> Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
211 lines
6.3 KiB
GLSL
211 lines
6.3 KiB
GLSL
@prism(type='fragment', name='Fast3D Fragment Shader', version='1.0.0', description='Ported shader to prism', author='Emill & Prism Team')
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@{GLSL_VERSION}
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@if(core_opengl || opengles)
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out vec4 vOutColor;
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@end
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@for(i in 0..2)
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@if(o_textures[i])
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@{attr} vec2 vTexCoord@{i};
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@for(j in 0..2)
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@if(o_clamp[i][j])
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@if(j == 0)
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@{attr} float vTexClampS@{i};
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@else
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@{attr} float vTexClampT@{i};
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@end
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@end
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@end
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@end
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@end
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@if(o_fog) @{attr} vec4 vFog;
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@if(o_grayscale) @{attr} vec4 vGrayscaleColor;
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@for(i in 0..o_inputs)
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@if(o_alpha)
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@{attr} vec4 vInput@{i + 1};
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@else
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@{attr} vec3 vInput@{i + 1};
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@end
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@end
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@if(o_textures[0]) uniform sampler2D uTex0;
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@if(o_textures[1]) uniform sampler2D uTex1;
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@if(o_masks[0]) uniform sampler2D uTexMask0;
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@if(o_masks[1]) uniform sampler2D uTexMask1;
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@if(o_blend[0]) uniform sampler2D uTexBlend0;
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@if(o_blend[1]) uniform sampler2D uTexBlend1;
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uniform int frame_count;
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uniform float noise_scale;
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uniform int texture_width[2];
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uniform int texture_height[2];
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uniform int texture_filtering[2];
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#define TEX_OFFSET(off) @{texture}(tex, texCoord - off / texSize)
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#define WRAP(x, low, high) mod((x)-(low), (high)-(low)) + (low)
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float random(in vec3 value) {
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float random = dot(sin(value), vec3(12.9898, 78.233, 37.719));
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return fract(sin(random) * 143758.5453);
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}
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vec4 fromLinear(vec4 linearRGB){
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bvec3 cutoff = lessThan(linearRGB.rgb, vec3(0.0031308));
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vec3 higher = vec3(1.055)*pow(linearRGB.rgb, vec3(1.0/2.4)) - vec3(0.055);
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vec3 lower = linearRGB.rgb * vec3(12.92);
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return vec4(mix(higher, lower, cutoff), linearRGB.a);
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}
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vec4 filter3point(in sampler2D tex, in vec2 texCoord, in vec2 texSize) {
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vec2 offset = fract(texCoord*texSize - vec2(0.5));
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offset -= step(1.0, offset.x + offset.y);
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vec4 c0 = TEX_OFFSET(offset);
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vec4 c1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y));
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vec4 c2 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y)));
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return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0);
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}
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vec4 hookTexture2D(in int id, sampler2D tex, in vec2 uv, in vec2 texSize) {
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@if(o_three_point_filtering)
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if(texture_filtering[id] == @{FILTER_THREE_POINT}) {
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return filter3point(tex, uv, texSize);
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}
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@end
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return @{texture}(tex, uv);
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}
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#define TEX_SIZE(tex) vec2(texture_width[tex], texture_height[tex])
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void main() {
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@for(i in 0..2)
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@if(o_textures[i])
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@{s = o_clamp[i][0]}
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@{t = o_clamp[i][1]}
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vec2 texSize@{i} = TEX_SIZE(@{i});
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@if(!s && !t)
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vec2 vTexCoordAdj@{i} = vTexCoord@{i};
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@else
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@if(s && t)
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vec2 vTexCoordAdj@{i} = clamp(vTexCoord@{i}, 0.5 / texSize@{i}, vec2(vTexClampS@{i}, vTexClampT@{i}));
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@elseif(s)
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vec2 vTexCoordAdj@{i} = vec2(clamp(vTexCoord@{i}.s, 0.5 / texSize@{i}.s, vTexClampS@{i}), vTexCoord@{i}.t);
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@else
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vec2 vTexCoordAdj@{i} = vec2(vTexCoord@{i}.s, clamp(vTexCoord@{i}.t, 0.5 / texSize@{i}.t, vTexClampT@{i}));
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@end
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@end
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vec4 texVal@{i} = hookTexture2D(@{i}, uTex@{i}, vTexCoordAdj@{i}, texSize@{i});
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@if(o_masks[i])
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@if(opengles)
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vec2 maskSize@{i} = vec2(textureSize(uTexMask@{i}, 0));
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@else
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vec2 maskSize@{i} = textureSize(uTexMask@{i}, 0);
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@end
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vec4 maskVal@{i} = hookTexture2D(@{i}, uTexMask@{i}, vTexCoordAdj@{i}, maskSize@{i});
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@if(o_blend[i])
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vec4 blendVal@{i} = hookTexture2D(@{i}, uTexBlend@{i}, vTexCoordAdj@{i}, texSize@{i});
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@else
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vec4 blendVal@{i} = vec4(0, 0, 0, 0);
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@end
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texVal@{i} = mix(texVal@{i}, blendVal@{i}, maskVal@{i}.a);
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@end
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@end
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@end
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@if(o_alpha)
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vec4 texel;
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@else
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vec3 texel;
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@end
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@if(o_2cyc)
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@{f_range = 2}
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@else
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@{f_range = 1}
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@end
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@for(c in 0..f_range)
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@if(c == 1)
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@if(o_alpha)
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@if(o_c[c][1][2] == SHADER_COMBINED)
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texel.a = WRAP(texel.a, -1.01, 1.01);
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@else
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texel.a = WRAP(texel.a, -0.51, 1.51);
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@end
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@end
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@if(o_c[c][0][2] == SHADER_COMBINED)
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texel.rgb = WRAP(texel.rgb, -1.01, 1.01);
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@else
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texel.rgb = WRAP(texel.rgb, -0.51, 1.51);
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@end
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@end
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@if(!o_color_alpha_same[c] && o_alpha)
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texel = vec4(@{
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append_formula(o_c[c], o_do_single[c][0],
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o_do_multiply[c][0], o_do_mix[c][0], false, false, true, c == 0)
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}, @{append_formula(o_c[c], o_do_single[c][1],
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o_do_multiply[c][1], o_do_mix[c][1], true, true, true, c == 0)
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});
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@else
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texel = @{append_formula(o_c[c], o_do_single[c][0],
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o_do_multiply[c][0], o_do_mix[c][0], o_alpha, false,
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o_alpha, c == 0)};
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@end
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@end
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texel = WRAP(texel, -0.51, 1.51);
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texel = clamp(texel, 0.0, 1.0);
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// TODO discard if alpha is 0?
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@if(o_fog)
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@if(o_alpha)
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texel = vec4(mix(texel.rgb, vFog.rgb, vFog.a), texel.a);
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@else
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texel = mix(texel, vFog.rgb, vFog.a);
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@end
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@end
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@if(o_texture_edge && o_alpha)
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if (texel.a > 0.19) texel.a = 1.0; else discard;
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@end
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@if(o_alpha && o_noise)
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texel.a *= floor(clamp(random(vec3(floor(gl_FragCoord.xy * noise_scale), float(frame_count))) + texel.a, 0.0, 1.0));
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@end
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@if(o_grayscale)
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float intensity = (texel.r + texel.g + texel.b) / 3.0;
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vec3 new_texel = vGrayscaleColor.rgb * intensity;
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texel.rgb = mix(texel.rgb, new_texel, vGrayscaleColor.a);
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@end
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@if(o_alpha)
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@if(o_alpha_threshold)
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if (texel.a < 8.0 / 256.0) discard;
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@end
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@if(o_invisible)
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texel.a = 0.0;
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@end
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@{vOutColor} = texel;
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@else
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@{vOutColor} = vec4(texel, 1.0);
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@end
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@if(srgb_mode)
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@{vOutColor} = fromLinear(@{vOutColor});
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@end
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} |