WavePlayz

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Apr 16th, 2020
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  1. // __multiversion__
  2. // This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
  3.  
  4. #include "fragmentVersionCentroid.h"
  5.  
  6. #if __VERSION__ >= 300
  7.     #ifndef BYPASS_PIXEL_SHADER
  8.         #if defined(TEXEL_AA) && defined(TEXEL_AA_FEATURE)
  9.             _centroid in highp vec2 uv0;
  10.             _centroid in highp vec2 uv1;
  11.         #else
  12.             _centroid in vec2 uv0;
  13.             _centroid in vec2 uv1;
  14.         #endif
  15.     #endif
  16. #else
  17.     #ifndef BYPASS_PIXEL_SHADER
  18.         varying vec2 uv0;
  19.         varying vec2 uv1;
  20.     #endif
  21. #endif
  22.  
  23. varying vec4 color;
  24. varying vec3 chunkPos;
  25.  
  26. #ifdef FOG
  27. varying vec4 fogColor;
  28. #endif
  29.  
  30. #include "uniformShaderConstants.h"
  31. #include "util.h"
  32. #include "settings.h"
  33.  
  34. LAYOUT_BINDING(0) uniform sampler2D TEXTURE_0;
  35. LAYOUT_BINDING(1) uniform sampler2D TEXTURE_1;
  36. LAYOUT_BINDING(2) uniform sampler2D TEXTURE_2;
  37.  
  38. void main()
  39. {
  40. #ifdef BYPASS_PIXEL_SHADER
  41.     gl_FragColor = vec4(0, 0, 0, 0);
  42.     return;
  43. #else
  44.  
  45. #if USE_TEXEL_AA
  46.     vec4 diffuse = texture2D_AA(TEXTURE_0, uv0);
  47. #else
  48.     vec4 diffuse = texture2D(TEXTURE_0, uv0);
  49. #endif
  50.    
  51. #ifdef SEASONS_FAR
  52.     diffuse.a = 1.0;
  53. #endif
  54.  
  55. #if USE_ALPHA_TEST
  56.     #ifdef ALPHA_TO_COVERAGE
  57.     #define ALPHA_THRESHOLD 0.05
  58.     #else
  59.     #define ALPHA_THRESHOLD 0.5
  60.     #endif
  61.     if(diffuse.a < ALPHA_THRESHOLD)
  62.         discard;
  63. #endif
  64.    
  65. vec4 inColor = color;
  66.  
  67. #if defined(BLEND)
  68.     diffuse.a *= inColor.a;
  69. #endif
  70.  
  71. #if !defined(ALWAYS_LIT)
  72.     diffuse *= texture2D( TEXTURE_1, uv1 );
  73. #endif
  74.  
  75. #ifndef SEASONS
  76.     #if !USE_ALPHA_TEST && !defined(BLEND)
  77.         diffuse.a = inColor.a;
  78.     #endif
  79.    
  80.     diffuse.rgb *= inColor.rgb;
  81. #else
  82.     vec2 uv = inColor.xy;
  83.     diffuse.rgb *= mix(vec3(1.0,1.0,1.0), texture2D( TEXTURE_2, uv).rgb*2.0, inColor.b);
  84.     diffuse.rgb *= inColor.aaa;
  85.     diffuse.a = 1.0;
  86. #endif
  87.  
  88. vec3 cp = fract (chunkPos.xyz);
  89.  
  90.     cp.x=cp.x*3.0-1.1;
  91.     cp.z=cp.z*3.0-1.1;
  92.  
  93. if(color.r>0.999&&color.g>50.0/255.0-0.005&&color.g<50.0/255.0+0.005&&color.b<0.005){
  94.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  95.      ||(mod(floor(15.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)||(cp.x<=0.7&&cp.x>=0.4&&cp.z<=0.35&&cp.z>=0.25)
  96.      ||(cp.x<=0.6&&cp.x>=0.5&&cp.z<=0.75&&cp.z>=0.35)||(cp.x<=0.7&&cp.x>=0.6&&cp.z<=0.75&&cp.z>=0.65)
  97.      ||(cp.x<=0.3&&cp.x>=0.2&&cp.z<=0.55&&cp.z>=0.45)
  98.      ||(cp.x<=0.2&&cp.x>=0.1&&cp.z<=0.55&&cp.z>=0.25)||(cp.x<=0.4&&cp.x>=0.3&&cp.z<=0.75&&cp.z>=0.45)
  99.      ||(cp.x<=0.3&&cp.x>=0.1&&cp.z<=0.75&&cp.z>=0.65)||(cp.x<=0.4&&cp.x>=0.2&&cp.z<=0.35&&cp.z>=0.25)){
  100.     diffuse.rgb = vec3(0.8,0.4,0.4);
  101.     diffuse *= texture2D( TEXTURE_1, uv1 );
  102.     }
  103. }
  104.  
  105. if(color.r>244.0/255.0-0.005&&color.r<244.0/255.0+0.005&&color.g>27.0/255.0-0.005&&color.g<27.0/255.0+0.005&&color.b<0.005){
  106.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  107.      ||(mod(floor(14.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)||(cp.x<=0.7&&cp.x>=0.4&&cp.z<=0.35&&cp.z>=0.25)
  108.      ||(cp.x<=0.6&&cp.x>=0.5&&cp.z<=0.75&&cp.z>=0.35)||(cp.x<=0.7&&cp.x>=0.6&&cp.z<=0.75&&cp.z>=0.65)
  109.      ||(cp.x<=0.2&&cp.x>=0.1&&cp.z<=0.75&&cp.z>=0.25)||(cp.x<=0.4&&cp.x>=0.3&&cp.z<=0.75&&cp.z>=0.45)
  110.      ||(cp.x<=0.3&&cp.x>=0.2&&cp.z<=0.55&&cp.z>=0.45)){
  111.     diffuse.rgb = vec3(0.78,0.38,0.38);
  112.     diffuse *= texture2D( TEXTURE_1, uv1 );
  113.     }
  114. }
  115.  
  116. if(color.r>234.0/255.0-0.005&&color.r<234.0/255.0+0.005&&color.g>6.0/255.0-0.005&&color.g<6.0/255.0+0.005&&color.b<0.005){
  117.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  118.      ||(mod(floor(13.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)||(cp.x<=0.7&&cp.x>=0.4&&cp.z<=0.35&&cp.z>=0.25)
  119.      ||(cp.x<=0.6&&cp.x>=0.5&&cp.z<=0.75&&cp.z>=0.35)||(cp.x<=0.7&&cp.x>=0.6&&cp.z<=0.75&&cp.z>=0.65)
  120.      ||(cp.x<=0.2&&cp.x>=0.1&&cp.z<=0.75&&cp.z>=0.25)||(cp.x<=0.4&&cp.x>=0.2&&cp.z<=0.55&&cp.z>=0.45)
  121.      ||(cp.x<=0.4&&cp.x>=0.2&&cp.z<=0.35&&cp.z>=0.25)||(cp.x<=0.4&&cp.x>=0.2&&cp.z<=0.75&&cp.z>=0.65)){
  122.     diffuse.rgb = vec3(0.76,0.36,0.36);
  123.     diffuse *= texture2D( TEXTURE_1, uv1 );
  124.     }
  125. }
  126.  
  127. if(color.r>224.0/255.0-0.005&&color.r<224.0/255.0+0.005&&color.g+color.b<0.005){
  128.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  129.      ||(mod(floor(12.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)||(cp.x<=0.7&&cp.x>=0.4&&cp.z<=0.35&&cp.z>=0.25)
  130.      ||(cp.x<=0.6&&cp.x>=0.5&&cp.z<=0.75&&cp.z>=0.35)||(cp.x<=0.7&&cp.x>=0.6&&cp.z<=0.75&&cp.z>=0.65)
  131.      ||(cp.x<=0.3&&cp.x>=0.2&&cp.z<=0.55&&cp.z>=0.45)
  132.      ||(cp.x<=0.2&&cp.x>=0.1&&cp.z<=0.75&&cp.z>=0.45)||(cp.x<=0.4&&cp.x>=0.3&&cp.z<=0.55&&cp.z>=0.25)
  133.      ||(cp.x<=0.3&&cp.x>=0.1&&cp.z<=0.35&&cp.z>=0.25)||(cp.x<=0.4&&cp.x>=0.2&&cp.z<=0.75&&cp.z>=0.65)){
  134.     diffuse.rgb = vec3(0.74,0.33,0.33);
  135.     diffuse *= texture2D( TEXTURE_1, uv1 );
  136.     }
  137. }
  138.  
  139. if(color.r>214.0/255.0-0.005&&color.r<214.0/255.0+0.005&&color.g+color.b<0.005){
  140.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  141.      ||(mod(floor(11.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)||(cp.x<=0.7&&cp.x>=0.4&&cp.z<=0.35&&cp.z>=0.25)
  142.      ||(cp.x<=0.6&&cp.x>=0.5&&cp.z<=0.75&&cp.z>=0.35)||(cp.x<=0.7&&cp.x>=0.6&&cp.z<=0.75&&cp.z>=0.65)
  143.      ||(cp.x<=0.4&&cp.x>=0.1&&cp.z<=0.35&&cp.z>=0.25)
  144.      ||(cp.x<=0.3&&cp.x>=0.2&&cp.z<=0.75&&cp.z>=0.35)||(cp.x<=0.4&&cp.x>=0.3&&cp.z<=0.75&&cp.z>=0.65)){
  145.     diffuse.rgb = vec3(0.72,0.31,0.31);
  146.     diffuse *= texture2D( TEXTURE_1, uv1 );
  147.     }
  148. }
  149.  
  150. if(color.r>204.0/255.0-0.005&&color.r<204.0/255.0+0.005&&color.g+color.b<0.005){
  151.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  152.      ||(mod(floor(10.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)||(cp.x<=0.7&&cp.x>=0.4&&cp.z<=0.35&&cp.z>=0.25)
  153.      ||(cp.x<=0.6&&cp.x>=0.5&&cp.z<=0.75&&cp.z>=0.35)||(cp.x<=0.7&&cp.x>=0.6&&cp.z<=0.75&&cp.z>=0.65)
  154.      ||(cp.x<=0.2&&cp.x>=0.1&&cp.z<=0.75&&cp.z>=0.25)||(cp.x<=0.4&&cp.x>=0.3&&cp.z<=0.75&&cp.z>=0.25)
  155.      ||(cp.x<=0.3&&cp.x>=0.2&&cp.z<=0.75&&cp.z>=0.65)||(cp.x<=0.3&&cp.x>=0.2&&cp.z<=0.35&&cp.z>=0.25)){
  156.     diffuse.rgb = vec3(0.7,0.29,0.29);
  157.     diffuse *= texture2D( TEXTURE_1, uv1 );
  158.     }
  159. }
  160. if(color.r>193.0/255.0-0.005&&color.r<193.0/255.0+0.005&&color.g+color.b<0.005){
  161.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  162.      ||(mod(floor(9.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)||(cp.x<=0.3+0.15&&cp.x>=0.2+0.15&&cp.z<=0.55&&cp.z>=0.45)
  163.      ||(cp.x<=0.2+0.15&&cp.x>=0.1+0.15&&cp.z<=0.75&&cp.z>=0.35)||(cp.x<=0.4+0.15&&cp.x>=0.3+0.15&&cp.z<=0.75&&cp.z>=0.45)
  164.      ||(cp.x<=0.4+0.15&&cp.x>=0.1+0.15&&cp.z<=0.35&&cp.z>=0.25)||(cp.x<=0.4+0.15&&cp.x>=0.2+0.15&&cp.z<=0.75&&cp.z>=0.65)){
  165.     diffuse.rgb = vec3(0.67,0.27,0.27);
  166.     diffuse *= texture2D( TEXTURE_1, uv1 );
  167.     }
  168. }
  169.  
  170. if(color.r>183.0/255.0-0.005&&color.r<183.0/255.0+0.005&&color.g+color.b<0.005){
  171.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  172.      ||(mod(floor(8.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)||(cp.x<=0.3+0.15&&cp.x>=0.2+0.15&&cp.z<=0.55&&cp.z>=0.45)
  173.      ||(cp.x<=0.2+0.15&&cp.x>=0.1+0.15&&cp.z<=0.75&&cp.z>=0.25)||(cp.x<=0.4+0.15&&cp.x>=0.3+0.15&&cp.z<=0.75&&cp.z>=0.25)
  174.      ||(cp.x<=0.3+0.15&&cp.x>=0.2+0.15&&cp.z<=0.75&&cp.z>=0.65)||(cp.x<=0.3+0.15&&cp.x>=0.2+0.15&&cp.z<=0.35&&cp.z>=0.25)){
  175.     diffuse.rgb = vec3(0.65,0.25,0.25);
  176.     diffuse *= texture2D( TEXTURE_1, uv1 );
  177.     }
  178. }
  179.  
  180. if(color.r>173.0/255.0-0.005&&color.r<173.0/255.0+0.005&&color.g+color.b<0.005){
  181.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  182.      ||(mod(floor(7.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)||(cp.x<=0.2+0.15&&cp.x>=0.1+0.15&&cp.z<=0.75&&cp.z>=0.25)
  183.      ||(cp.x<=0.4+0.15&&cp.x>=0.2+0.15&&cp.z<=0.75&&cp.z>=0.65)||(cp.x<=0.4+0.15&&cp.x>=0.3+0.15&&cp.z<=0.65&&cp.z>=0.55)){
  184.     diffuse.rgb = vec3(0.63,0.23,0.23);
  185.     diffuse *= texture2D( TEXTURE_1, uv1 );
  186.     }
  187. }
  188.  
  189. if(color.r>163.0/255.0-0.005&&color.r<163.0/255.0+0.005&&color.g+color.b<0.005){
  190.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  191.      ||(mod(floor(6.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)||(cp.x<=0.3+0.15&&cp.x>=0.2+0.15&&cp.z<=0.55&&cp.z>=0.45)
  192.      ||(cp.x<=0.2+0.15&&cp.x>=0.1+0.15&&cp.z<=0.55&&cp.z>=0.25)||(cp.x<=0.4+0.15&&cp.x>=0.3+0.15&&cp.z<=0.75&&cp.z>=0.35)
  193.      ||(cp.x<=0.3+0.15&&cp.x>=0.1+0.15&&cp.z<=0.75&&cp.z>=0.65)||(cp.x<=0.4+0.15&&cp.x>=0.2+0.15&&cp.z<=0.35&&cp.z>=0.25)){
  194.     diffuse.rgb = vec3(0.61,0.21,0.21);
  195.     diffuse *= texture2D( TEXTURE_1, uv1 );
  196.     }
  197. }
  198.  
  199. if(color.r>153.0/255.0-0.005&&color.r<153.0/255.0+0.005&&color.g+color.b<0.005){
  200.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  201.      ||(mod(floor(5.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)||(cp.x<=0.3+0.15&&cp.x>=0.2+0.15&&cp.z<=0.55&&cp.z>=0.45)
  202.      ||(cp.x<=0.2+0.15&&cp.x>=0.1+0.15&&cp.z<=0.55&&cp.z>=0.25)||(cp.x<=0.4+0.15&&cp.x>=0.3+0.15&&cp.z<=0.75&&cp.z>=0.45)
  203.      ||(cp.x<=0.3+0.15&&cp.x>=0.1+0.15&&cp.z<=0.75&&cp.z>=0.65)||(cp.x<=0.4+0.15&&cp.x>=0.2+0.15&&cp.z<=0.35&&cp.z>=0.25)){
  204.     diffuse.rgb = vec3(0.59,0.19,0.19);
  205.     diffuse *= texture2D( TEXTURE_1, uv1 );
  206.     }
  207. }
  208.  
  209. if(color.r>142.0/255.0-0.005&&color.r<142.0/255.0+0.005&&color.g+color.b<0.005){
  210.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  211.      ||(mod(floor(4.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)||(cp.x<=0.2+0.15&&cp.x>=0.1+0.15&&cp.z<=0.75&&cp.z>=0.25)
  212.      ||(cp.x<=0.4+0.15&&cp.x>=0.3+0.15&&cp.z<=0.75&&cp.z>=0.45)||(cp.x<=0.3+0.15&&cp.x>=0.2+0.15&&cp.z<=0.55&&cp.z>=0.45)){
  213.     diffuse.rgb = vec3(0.57,0.17,0.17);
  214.     diffuse *= texture2D( TEXTURE_1, uv1 );
  215.     }
  216. }
  217.  
  218. if(color.r>132.0/255.0-0.005&&color.r<132.0/255.0+0.005&&color.g+color.b<0.005){
  219.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  220.      ||(mod(floor(3.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)
  221.      ||(cp.x<=0.2+0.15&&cp.x>=0.1+0.15&&cp.z<=0.75&&cp.z>=0.25)||(cp.x<=0.4+0.15&&cp.x>=0.2+0.15&&cp.z<=0.55&&cp.z>=0.45)
  222.      ||(cp.x<=0.4+0.15&&cp.x>=0.2+0.15&&cp.z<=0.35&&cp.z>=0.25)||(cp.x<=0.4+0.15&&cp.x>=0.2+0.15&&cp.z<=0.75&&cp.z>=0.65)){
  223.     diffuse.rgb = vec3(0.55,0.15,0.15);
  224.     diffuse *= texture2D( TEXTURE_1, uv1 );
  225.     }
  226. }
  227.  
  228. if(color.r>122.0/255.0-0.005&&color.r<122.0/255.0+0.005&&color.g+color.b<0.005){
  229.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  230.      ||(mod(floor(2.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)||(cp.x<=0.3+0.15&&cp.x>=0.2+0.15&&cp.z<=0.55&&cp.z>=0.45)
  231.      ||(cp.x<=0.2+0.15&&cp.x>=0.1+0.15&&cp.z<=0.75&&cp.z>=0.45)||(cp.x<=0.4+0.15&&cp.x>=0.3+0.15&&cp.z<=0.55&&cp.z>=0.25)
  232.      ||(cp.x<=0.3+0.15&&cp.x>=0.1+0.15&&cp.z<=0.35&&cp.z>=0.25)||(cp.x<=0.4+0.15&&cp.x>=0.2+0.15&&cp.z<=0.75&&cp.z>=0.65)){
  233.     diffuse.rgb = vec3(0.53,0.13,0.13);
  234.     diffuse *= texture2D( TEXTURE_1, uv1 );
  235.     }
  236. }
  237.  
  238. if(color.r>112.0/255.0-0.005&&color.r<112.0/255.0+0.005&&color.g+color.b<0.005){
  239.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  240.      ||(mod(floor(1.0/exp2(floor((4.0/0.6)*(cp.x-0.1))))*1.0,2.0)>=0.5&&cp.z<=0.15&&cp.z>=0.1)||(cp.x<=0.4+0.15&&cp.x>=0.1+0.15&&cp.z<=0.35&&cp.z>=0.25)
  241.      ||(cp.x<=0.3+0.15&&cp.x>=0.2+0.15&&cp.z<=0.75&&cp.z>=0.35)||(cp.x<=0.4+0.15&&cp.x>=0.3+0.15&&cp.z<=0.75&&cp.z>=0.65)){
  242.     diffuse.rgb = vec3(0.51,0.11,0.11);
  243.     diffuse *= texture2D( TEXTURE_1, uv1 );
  244.     }
  245. }
  246.  
  247. if(color.r>76.0/255.0-0.005&&color.r<76.0/255.0+0.005&&color.g+color.b<0.005){
  248.     if((cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.08&&cp.z>=0.05)||(cp.x<=0.7&&cp.x>=0.1&&cp.z<=0.2&&cp.z>=0.17)
  249.      ||(cp.x<=0.2+0.15&&cp.x>=0.1+0.15&&cp.z<=0.75&&cp.z>=0.25)||(cp.x<=0.4+0.15&&cp.x>=0.3+0.15&&cp.z<=0.75&&cp.z>=0.25)
  250.      ||(cp.x<=0.3+0.15&&cp.x>=0.2+0.15&&cp.z<=0.75&&cp.z>=0.65)||(cp.x<=0.3+0.15&&cp.x>=0.2+0.15&&cp.z<=0.35&&cp.z>=0.25)){
  251.     diffuse.rgb = vec3(0.49,0.09,0.09);
  252.     diffuse *= texture2D( TEXTURE_1, uv1 );
  253.     }
  254. }
  255.  
  256.  
  257. #ifdef FOG
  258.     diffuse.rgb = mix( diffuse.rgb, fogColor.rgb, fogColor.a );
  259. #endif
  260.  
  261.     gl_FragColor = diffuse;
  262.    
  263. #endif // BYPASS_PIXEL_SHADER
  264. }
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