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Common.MatDefs.Misc.Unshaded.frag Maven / Gradle / Ivy

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#import "Common/ShaderLib/GLSLCompat.glsllib"

#if defined(HAS_GLOWMAP) || defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD))
    #define NEED_TEXCOORD1
#endif

#if defined(DISCARD_ALPHA)
    uniform float m_AlphaDiscardThreshold;
#endif

uniform vec4 m_Color;
uniform sampler2D m_ColorMap;
uniform sampler2D m_LightMap;

#ifdef DESATURATION
    uniform float m_DesaturationValue;
#endif

varying vec2 texCoord1;
varying vec2 texCoord2;

varying vec4 vertColor;

void main(){
    vec4 color = vec4(1.0);

    #ifdef HAS_COLORMAP
        color *= texture2D(m_ColorMap, texCoord1);     
    #endif

    #ifdef HAS_VERTEXCOLOR
        color *= vertColor;
    #endif

    #ifdef HAS_COLOR
        color *= m_Color;
    #endif

    #ifdef HAS_LIGHTMAP
        #ifdef SEPARATE_TEXCOORD
            color.rgb *= texture2D(m_LightMap, texCoord2).rgb;
        #else
            color.rgb *= texture2D(m_LightMap, texCoord1).rgb;
        #endif
    #endif

    #if defined(DISCARD_ALPHA)
        if(color.a < m_AlphaDiscardThreshold){
           discard;
        }
    #endif
    
    #ifdef DESATURATION
        vec3 gray = vec3(dot(vec3(0.2126,0.7152,0.0722), color.rgb));
        color.rgb = vec3(mix(color.rgb, gray, m_DesaturationValue));       
    #endif

    gl_FragColor = color;
}




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