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28 lines
570 B
GLSL
28 lines
570 B
GLSL
// Uniforms look like they're shared between vertex and fragment shaders in GLSL, so we have to be careful to avoid name clashes
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uniform sampler2D gm_BaseTexture;
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uniform bool gm_PS_FogEnabled;
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uniform vec4 gm_FogColour;
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uniform bool gm_AlphaTestEnabled;
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uniform float gm_AlphaRefValue;
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void DoAlphaTest(vec4 SrcColour)
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{
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if (gm_AlphaTestEnabled)
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{
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if (SrcColour.a <= gm_AlphaRefValue)
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{
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discard;
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}
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}
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}
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void DoFog(inout vec4 SrcColour, float fogval)
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{
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if (gm_PS_FogEnabled)
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{
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SrcColour = mix(SrcColour, gm_FogColour, clamp(fogval, 0.0, 1.0));
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}
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}
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