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#version 120
uniform sampler2D BaseMap;
uniform sampler2D GreyscaleMap;
uniform bool doubleSided;
uniform bool hasSourceTexture;
uniform bool hasGreyscaleMap;
uniform bool greyscaleAlpha;
uniform bool greyscaleColor;
uniform bool useFalloff;
uniform bool vertexColors;
uniform bool vertexAlpha;
uniform bool hasWeaponBlood;
uniform vec4 glowColor;
uniform float glowMult;
uniform vec2 uvScale;
uniform vec2 uvOffset;
uniform vec4 falloffParams;
uniform float falloffDepth;
varying vec2 TexCoord;
varying vec3 LightDir;
varying vec3 ViewDir;
varying vec4 C;
varying vec3 N;
varying vec3 v;
vec4 colorLookup( float x, float y ) {
return texture2D( GreyscaleMap, vec2( clamp(x, 0.0, 1.0), clamp(y, 0.0, 1.0)) );
}
void main( void )
{
vec4 baseMap = texture2D( BaseMap, TexCoord.st * uvScale + uvOffset );
vec4 color;
vec3 normal = N;
// Reconstructed normal
//normal = normalize(cross(dFdy(v.xyz), dFdx(v.xyz)));
//if ( !doubleSided && !gl_FrontFacing ) { return; }
vec3 E = normalize(ViewDir);
float tmp2 = falloffDepth; // Unused right now
// Falloff
float falloff = 1.0;
if ( useFalloff ) {
float startO = min(falloffParams.z, 1.0);
float stopO = max(falloffParams.w, 0.0);
// TODO: When X and Y are both 0.0 or both 1.0 the effect is reversed.
falloff = smoothstep( falloffParams.y, falloffParams.x, abs(E.b));
falloff = mix( max(falloffParams.w, 0.0), min(falloffParams.z, 1.0), falloff );
}
float alphaMult = glowColor.a * glowColor.a;
color.rgb = baseMap.rgb;
color.a = baseMap.a;
if ( hasWeaponBlood ) {
color.rgb = vec3( 1.0, 0.0, 0.0 ) * baseMap.r;
color.a = baseMap.a * baseMap.g;
}
color.rgb *= C.rgb * glowColor.rgb;
color.a *= C.a * falloff * alphaMult;
if ( greyscaleColor ) {
// Only Red emissive channel is used
float emRGB = glowColor.r;
vec4 luG = colorLookup( baseMap.g, C.g * falloff * emRGB );
color.rgb = luG.rgb;
}
if ( greyscaleAlpha ) {
vec4 luA = colorLookup( baseMap.a, C.a * falloff * alphaMult );
color.a = luA.a;
}
gl_FragColor.rgb = color.rgb * glowMult;
gl_FragColor.a = color.a;
}
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