2022-01-13 05:24:03 +01:00
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//
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// Simple passthrough fragment shader
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//
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2022-11-21 06:38:44 +01:00
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//varying vec2 v_vTexcoord;
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2022-01-13 05:24:03 +01:00
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varying vec4 v_vColour;
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uniform vec3 color;
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uniform float intensity;
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uniform float band;
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uniform float atten;
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void main() {
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float bright = dot(v_vColour.rgb, vec3(0.2126, 0.7152, 0.0722));
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2022-11-21 06:38:44 +01:00
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bright = min(max(bright, 0.), 1.);
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2022-01-13 05:24:03 +01:00
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if(atten == 0.)
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2022-11-21 06:38:44 +01:00
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bright = bright * bright;
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2022-01-13 05:24:03 +01:00
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else if(atten == 1.)
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2022-11-21 06:38:44 +01:00
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bright = 1. - (bright - 1.) * (bright - 1.);
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else if(atten == 2.)
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bright = bright;
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bright *= intensity;
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2022-01-13 05:24:03 +01:00
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2022-11-21 06:38:44 +01:00
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if(band > 0.)
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2022-01-13 05:24:03 +01:00
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bright = ceil(bright * band) / band;
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vec4 col = vec4(color, bright);
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gl_FragColor = col;
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}
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