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- #line 51
- layout(location = 0) in vec3 _SC_Bin_FPosition;
- #line 52
- layout(location = 1) in vec4 _SC_Bin_FColor;
- #line 53
- layout(location = 2) in vec2 _SC_Bin_FTextureCoordinate;
- #line 54
- layout(location = 3) in vec3 _SC_Bin_FNormal;
- #line 59
- out vec4 _SC_Bv2f_FColor;
- #line 60
- out vec2 _SC_Bv2f_FUV;
- #line 61
- out vec4 _SC_Bv2f_Fviewpos;
- #line 3
- uniform mat4 world;
- #line 4
- uniform mat4 view;
- #line 5
- uniform mat4 projection;
- #line 6
- uniform mat4 modelnormal;
- #line 7
- uniform vec4 campos;
- #line 9
- uniform vec4 highlightcolor;
- #line 10
- uniform vec4 stencilColor;
- #line 11
- uniform float desaturation;
- #line 13
- uniform vec4 fogsettings;
- #line 14
- uniform vec4 fogcolor;
- #line 15
- uniform vec4 vertexColor;
- #line 17
- uniform sampler2D texture1;
- #line 20
- uniform vec4 lightPosAndRadius;
- #line 21
- uniform vec3 lightOrientation;
- #line 22
- uniform vec2 light2Radius;
- #line 23
- uniform vec4 lightColor;
- #line 24
- uniform float ignoreNormals;
- #line 25
- uniform float spotLight;
- void main() {
- #line 70
- _SC_Bv2f_Fviewpos = view * world * vec4(_SC_Bin_FPosition, 1.0);
- gl_Position = projection * _SC_Bv2f_Fviewpos;
- _SC_Bv2f_FColor = _SC_Bin_FColor;
- _SC_Bv2f_FUV = _SC_Bin_FTextureCoordinate;
- }
- Fragment source: #line 59
- in vec4 _SC_Bv2f_FColor;
- #line 60
- in vec2 _SC_Bv2f_FUV;
- #line 61
- in vec4 _SC_Bv2f_Fviewpos;
- #line 66
- out vec4 _SC_Bout_FFragColor;
- #line 3
- uniform mat4 world;
- #line 4
- uniform mat4 view;
- #line 5
- uniform mat4 projection;
- #line 6
- uniform mat4 modelnormal;
- #line 7
- uniform vec4 campos;
- #line 9
- uniform vec4 highlightcolor;
- #line 10
- uniform vec4 stencilColor;
- #line 11
- uniform float desaturation;
- #line 13
- uniform vec4 fogsettings;
- #line 14
- uniform vec4 fogcolor;
- #line 15
- uniform vec4 vertexColor;
- #line 17
- uniform sampler2D texture1;
- #line 20
- uniform vec4 lightPosAndRadius;
- #line 21
- uniform vec3 lightOrientation;
- #line 22
- uniform vec2 light2Radius;
- #line 23
- uniform vec4 lightColor;
- #line 24
- uniform float ignoreNormals;
- #line 25
- uniform float spotLight;
- #line 40
- vec4 desaturate (vec4 texel);
- #line 40
- vec4 desaturate (vec4 texel) {
- #line 1
- float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
- return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
- }
- void main() {
- #line 78
- vec4 tcolor = texture(texture1, _SC_Bv2f_FUV);
- tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
- _SC_Bout_FFragColor = desaturate(tcolor * _SC_Bv2f_FColor);
- #if defined(ALPHA_TEST)
- if (_SC_Bout_FFragColor.a < 0.5) discard;
- #endif
- if (fogsettings.x >= 0.0) _SC_Bout_FFragColor = mix(_SC_Bout_FFragColor, fogcolor, clamp((-_SC_Bv2f_Fviewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
- }
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