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#version 150
layout(std140) uniform genericData
{
mat4 modelMatrix;
vec4 color;
vec4 clipEquation;
int baseMapIndex;
int alphaTexture;
int noTexturing;
int srgb;
float intensity;
float alphaThreshold;
uint clipEnabled;
} _39;
uniform sampler2DArray baseMap;
in vec4 fragTexCoord;
in vec4 fragColor;
out vec4 fragOut0;
void main()
{
vec4 _48 = texture(baseMap, vec3(fragTexCoord.xy, float(_39.baseMapIndex)));
if (_39.alphaThreshold > _48.w)
{
discard;
}
bool _66 = _39.srgb == 1;
vec3 _146;
if (_66)
{
_146 = pow(_48.xyz, vec3(2.2000000476837158203125));
}
else
{
_146 = _48.xyz;
}
vec4 _148;
if (_66)
{
_148 = vec4(pow(fragColor.xyz, vec3(2.2000000476837158203125)), fragColor.w);
}
else
{
_148 = fragColor;
}
fragOut0 = mix(mix(vec4(_146.x, _146.y, _146.z, _48.w) * _148, vec4(_148.xyz, _146.x * _148.w), vec4(float(_39.alphaTexture))), _148, vec4(float(_39.noTexturing))) * _39.intensity;
}
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