Pixel-Composer/build/Windows/0/cache/sh_level_selector.shader

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//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 middle;
uniform int middleUseSurf;
uniform sampler2D middleSurf;
uniform vec2 range;
uniform int rangeUseSurf;
uniform sampler2D rangeSurf;
uniform int keep;
void main() {
float mid = middle.x;
if(middleUseSurf == 1) {
vec4 _vMap = texture2D( middleSurf, v_vTexcoord );
mid = mix(middle.x, middle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float rng = range.x;
if(rangeUseSurf == 1) {
vec4 _vMap = texture2D( rangeSurf, v_vTexcoord );
rng = mix(range.x, range.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
float bright = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722));
if(bright > mid + rng || bright < mid - rng)
gl_FragColor = vec4(vec3(0.), col.a);
else if(keep == 0)
gl_FragColor = vec4(vec3(1.), col.a);
else
gl_FragColor = vec4(vec3(bright), col.a);
}