Guest User

Untitled

a guest
Jan 1st, 2020
97
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.76 KB | None | 0 0
  1. #line 51
  2. layout(location = 0) in vec3 _SC_Bin_FPosition;
  3. #line 52
  4. layout(location = 1) in vec4 _SC_Bin_FColor;
  5. #line 53
  6. layout(location = 2) in vec2 _SC_Bin_FTextureCoordinate;
  7. #line 54
  8. layout(location = 3) in vec3 _SC_Bin_FNormal;
  9.  
  10.  
  11. #line 59
  12. out vec4 _SC_Bv2f_FColor;
  13. #line 60
  14. out vec2 _SC_Bv2f_FUV;
  15. #line 61
  16. out vec4 _SC_Bv2f_Fviewpos;
  17.  
  18.  
  19. #line 3
  20. uniform mat4 world;
  21. #line 4
  22. uniform mat4 view;
  23. #line 5
  24. uniform mat4 projection;
  25. #line 6
  26. uniform mat4 modelnormal;
  27. #line 7
  28. uniform vec4 campos;
  29. #line 9
  30. uniform vec4 highlightcolor;
  31. #line 10
  32. uniform vec4 stencilColor;
  33. #line 11
  34. uniform float desaturation;
  35. #line 13
  36. uniform vec4 fogsettings;
  37. #line 14
  38. uniform vec4 fogcolor;
  39. #line 15
  40. uniform vec4 vertexColor;
  41. #line 17
  42. uniform sampler2D texture1;
  43. #line 20
  44. uniform vec4 lightPosAndRadius;
  45. #line 21
  46. uniform vec3 lightOrientation;
  47. #line 22
  48. uniform vec2 light2Radius;
  49. #line 23
  50. uniform vec4 lightColor;
  51. #line 24
  52. uniform float ignoreNormals;
  53. #line 25
  54. uniform float spotLight;
  55.  
  56.  
  57.  
  58.  
  59. void main() {
  60. #line 70
  61.  
  62. _SC_Bv2f_Fviewpos = view * world * vec4(_SC_Bin_FPosition, 1.0);
  63. gl_Position = projection * _SC_Bv2f_Fviewpos;
  64. _SC_Bv2f_FColor = _SC_Bin_FColor;
  65. _SC_Bv2f_FUV = _SC_Bin_FTextureCoordinate;
  66.  
  67. }
  68.  
  69.  
  70.  
  71. Fragment source: #line 59
  72. in vec4 _SC_Bv2f_FColor;
  73. #line 60
  74. in vec2 _SC_Bv2f_FUV;
  75. #line 61
  76. in vec4 _SC_Bv2f_Fviewpos;
  77.  
  78.  
  79. #line 66
  80. out vec4 _SC_Bout_FFragColor;
  81.  
  82.  
  83. #line 3
  84. uniform mat4 world;
  85. #line 4
  86. uniform mat4 view;
  87. #line 5
  88. uniform mat4 projection;
  89. #line 6
  90. uniform mat4 modelnormal;
  91. #line 7
  92. uniform vec4 campos;
  93. #line 9
  94. uniform vec4 highlightcolor;
  95. #line 10
  96. uniform vec4 stencilColor;
  97. #line 11
  98. uniform float desaturation;
  99. #line 13
  100. uniform vec4 fogsettings;
  101. #line 14
  102. uniform vec4 fogcolor;
  103. #line 15
  104. uniform vec4 vertexColor;
  105. #line 17
  106. uniform sampler2D texture1;
  107. #line 20
  108. uniform vec4 lightPosAndRadius;
  109. #line 21
  110. uniform vec3 lightOrientation;
  111. #line 22
  112. uniform vec2 light2Radius;
  113. #line 23
  114. uniform vec4 lightColor;
  115. #line 24
  116. uniform float ignoreNormals;
  117. #line 25
  118. uniform float spotLight;
  119.  
  120. #line 40
  121. vec4 desaturate (vec4 texel);
  122.  
  123. #line 40
  124. vec4 desaturate (vec4 texel) {
  125. #line 1
  126.  
  127. float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
  128. return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
  129. }
  130.  
  131.  
  132. void main() {
  133. #line 78
  134.  
  135. vec4 tcolor = texture(texture1, _SC_Bv2f_FUV);
  136. tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
  137. _SC_Bout_FFragColor = desaturate(tcolor * _SC_Bv2f_FColor);
  138.  
  139. #if defined(ALPHA_TEST)
  140. if (_SC_Bout_FFragColor.a < 0.5) discard;
  141. #endif
  142.  
  143. 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));
  144.  
  145. }
Advertisement
Add Comment
Please, Sign In to add comment