703004f830
-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
480 lines
14 KiB
GLSL
480 lines
14 KiB
GLSL
[vertex]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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attribute highp vec4 vertex_attrib; // attrib:0
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#ifdef USE_CUBEMAP
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attribute vec3 cube_in; // attrib:4
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#else
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attribute vec2 uv_in; // attrib:4
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#endif
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attribute vec2 uv2_in; // attrib:5
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#ifdef USE_CUBEMAP
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varying vec3 cube_interp;
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#else
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varying vec2 uv_interp;
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#endif
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varying vec2 uv2_interp;
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void main() {
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#ifdef USE_CUBEMAP
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cube_interp = cube_in;
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#else
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uv_interp = uv_in;
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#endif
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uv2_interp = uv2_in;
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gl_Position = vertex_attrib;
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}
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[fragment]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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#define LUM_RANGE 4.0
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#ifdef USE_CUBEMAP
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varying vec3 cube_interp;
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uniform samplerCube source_cube;
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#else
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varying vec2 uv_interp;
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#ifdef HIGHP_SOURCE
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uniform highp sampler2D source;
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#else
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uniform sampler2D source;
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#endif
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#endif
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varying vec2 uv2_interp;
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#ifdef USE_GLOW
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uniform sampler2D glow_source;
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#endif
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#if defined(USE_HDR) && defined(USE_GLOW_COPY)
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uniform highp float hdr_glow_treshold;
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uniform highp float hdr_glow_scale;
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#endif
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#ifdef USE_HDR
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uniform sampler2D hdr_source;
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uniform highp float tonemap_exposure;
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#endif
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#ifdef USE_BCS
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uniform vec3 bcs;
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#endif
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#ifdef USE_GLOW_COPY
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uniform float bloom;
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uniform float bloom_treshold;
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#endif
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#if defined(SHADOW_BLUR_V_PASS) || defined(SHADOW_BLUR_H_PASS) || defined(BLUR_V_PASS) || defined(BLUR_H_PASS) || defined(USE_HDR_REDUCE)
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uniform vec2 pixel_size;
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uniform float pixel_scale;
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uniform float blur_magnitude;
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#ifdef USE_HDR_STORE
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uniform highp float hdr_time_delta;
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uniform highp float hdr_exp_adj_speed;
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uniform highp float min_luminance;
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uniform highp float max_luminance;
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uniform sampler2D source_vd_lum;
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#endif
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//endif
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#elif defined(USE_FXAA)
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uniform vec2 pixel_size;
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#endif
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#ifdef USE_ENERGY
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uniform highp float energy;
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#endif
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#ifdef USE_CUSTOM_ALPHA
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uniform float custom_alpha;
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#endif
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void main() {
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//vec4 color = color_interp;
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#ifdef USE_HIGHP_SOURCE
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#ifdef USE_CUBEMAP
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highp vec4 color = textureCube( source_cube, normalize(cube_interp) );
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#else
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highp vec4 color = texture2D( source, uv_interp );
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#endif
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#else
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#ifdef USE_CUBEMAP
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vec4 color = textureCube( source_cube, normalize(cube_interp) );
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#else
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vec4 color = texture2D( source, uv_interp );
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#endif
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#endif
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#ifdef USE_FXAA
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#define FXAA_REDUCE_MIN (1.0/ 128.0)
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#define FXAA_REDUCE_MUL (1.0 / 8.0)
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#define FXAA_SPAN_MAX 8.0
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{
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vec3 rgbNW = texture2D(source, uv_interp + vec2(-1.0, -1.0) * pixel_size).xyz;
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vec3 rgbNE = texture2D(source, uv_interp + vec2(1.0, -1.0) * pixel_size).xyz;
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vec3 rgbSW = texture2D(source, uv_interp + vec2(-1.0, 1.0) * pixel_size).xyz;
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vec3 rgbSE = texture2D(source, uv_interp + vec2(1.0, 1.0) * pixel_size).xyz;
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vec3 rgbM = color.rgb;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
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(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) * pixel_size;
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vec3 rgbA = 0.5 * (
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texture2D(source, uv_interp + dir * (1.0 / 3.0 - 0.5)).xyz +
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texture2D(source, uv_interp + dir * (2.0 / 3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (
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texture2D(source, uv_interp + dir * -0.5).xyz +
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texture2D(source, uv_interp + dir * 0.5).xyz);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax))
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color.rgb = rgbA;
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else
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color.rgb = rgbB;
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}
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#endif
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//color.rg=uv_interp;
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#ifdef USE_BCS
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color.rgb = mix(vec3(0.0),color.rgb,bcs.x);
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color.rgb = mix(vec3(0.5),color.rgb,bcs.y);
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color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z);
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#endif
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#ifdef BLUR_V_PASS
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color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale);
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color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale);
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color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale);
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color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale);
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color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale);
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color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale);
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color*=(1.0/7.0)*blur_magnitude;
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#endif
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#ifdef BLUR_H_PASS
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color+=texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale);
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color+=texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale);
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color+=texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale);
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color+=texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale);
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color+=texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale);
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color+=texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale);
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color*=(1.0/7.0)*blur_magnitude;
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#endif
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#ifdef SHADOW_BLUR_V_PASS
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#ifdef USE_RGBA_DEPTH
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#define VEC42DEPTH(m_vec4) dot(m_vec4,vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1))
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highp float depth = VEC42DEPTH(color)*0.383;
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depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale))*0.006;
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depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale))*0.061;
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depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale))*0.242;
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depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale))*0.242;
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depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale))*0.061;
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depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale))*0.006;
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highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
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comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
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color=comp;
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#else
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highp float depth = color.r*0.383;
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depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale).r*0.006;
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depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale).r*0.061;
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depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale).r*0.242;
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depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale).r*0.242;
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depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale).r*0.061;
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depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale).r*0.006;
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#ifdef USE_GLES_OVER_GL
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gl_FragDepth = depth;
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#else
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gl_FragDepthEXT = depth;
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#endif
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return;
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#endif
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#endif
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#ifdef SHADOW_BLUR_H_PASS
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#ifdef USE_RGBA_DEPTH
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#define VEC42DEPTH(m_vec4) dot(m_vec4,vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1))
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highp float depth = VEC42DEPTH(color)*0.383;
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depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale))*0.006;
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depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale))*0.061;
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depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale))*0.242;
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depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale))*0.242;
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depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale))*0.061;
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depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale))*0.006;
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highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
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comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
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color=comp;
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#else
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highp float depth = color.r*0.383;
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depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale).r*0.006;
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depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale).r*0.061;
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depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale).r*0.242;
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depth+=texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale).r*0.242;
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depth+=texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale).r*0.061;
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depth+=texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale).r*0.006;
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#ifdef USE_GLES_OVER_GL
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gl_FragDepth = depth;
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#else
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gl_FragDepthEXT = depth;
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#endif
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return;
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#endif
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#endif
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#ifdef USE_HDR
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#ifdef USE_8BIT_HDR
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highp vec4 _mult = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1);
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highp float hdr_lum = dot(texture2D( hdr_source, vec2(0.0) ), _mult );
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color.rgb*=LUM_RANGE;
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hdr_lum*=LUM_RANGE; //restore to full range
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#else
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highp float hdr_lum = texture2D( hdr_source, vec2(0.0) ).r;
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#endif
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highp float tone_scale = tonemap_exposure / hdr_lum; //only linear supported
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color.rgb*=tone_scale;
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#endif
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#ifdef USE_GLOW_COPY
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highp vec3 glowcol = color.rgb*color.a+step(bloom_treshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb;
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#ifdef USE_HDR
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highp float collum = max(color.r,max(color.g,color.b));
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glowcol+=color.rgb*max(collum-hdr_glow_treshold,0.0)*hdr_glow_scale;
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#endif
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color.rgb=glowcol;
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color.a=0.0;
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#endif
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#ifdef USE_GLOW
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vec4 glow = texture2D( glow_source, uv2_interp );
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#ifdef USE_GLOW_SCREEN
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color.rgb = clamp((color.rgb + glow.rgb) - (color.rgb * glow.rgb), 0.0, 1.0);
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#endif
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#ifdef USE_GLOW_SOFTLIGHT
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{
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glow.rgb = (glow.rgb * 0.5) + 0.5;
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color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r)));
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color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g)));
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color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b)));
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}
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#endif
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#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT)
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color.rgb+=glow.rgb;
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#endif
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#endif
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#ifdef USE_SRGB
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{ //i have my doubts about how fast this is
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color.rgb = min(color.rgb,vec3(1.0)); //clamp just in case
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vec3 S1 = sqrt(color.rgb);
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vec3 S2 = sqrt(S1);
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vec3 S3 = sqrt(S2);
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color.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.225411470 * color.rgb;
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}
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#endif
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#ifdef USE_HDR_COPY
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//highp float lum = dot(color.rgb,highp vec3(1.0/3.0,1.0/3.0,1.0/3.0));
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highp float lum = max(color.r,max(color.g,color.b));
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#ifdef USE_8BIT_HDR
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highp vec4 comp = fract(lum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
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comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
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color=comp;
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#else
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color.rgb=vec3(lum);
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#endif
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#endif
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#ifdef USE_HDR_REDUCE
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#ifdef USE_8BIT_HDR
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highp vec4 _multcv = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0, 1.0);
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highp float lum_accum = dot(color,_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ),_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,-pixel_size.y) ),_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,-pixel_size.y) ),_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,0.0) ),_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,0.0) ),_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,pixel_size.y) ),_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ),_multcv );
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lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ),_multcv );
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lum_accum/=9.0;
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#else
|
|
|
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highp float lum_accum = color.r;
|
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lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ).r;
|
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lum_accum += texture2D( source, uv_interp+vec2(0.0,-pixel_size.y) ).r;
|
|
lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,-pixel_size.y) ).r;
|
|
lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,0.0) ).r;
|
|
lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,0.0) ).r;
|
|
lum_accum += texture2D( source, uv_interp+vec2(-pixel_size.x,pixel_size.y) ).r;
|
|
lum_accum += texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ).r;
|
|
lum_accum += texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ).r;
|
|
lum_accum/=9.0;
|
|
|
|
#endif
|
|
|
|
#ifdef USE_HDR_STORE
|
|
|
|
#ifdef USE_8BIT_HDR
|
|
highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv );
|
|
lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE));
|
|
#else
|
|
highp float vd_lum=texture2D( source_vd_lum, vec2(0.0) );
|
|
lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance,max_luminance);
|
|
#endif
|
|
|
|
#endif
|
|
|
|
#ifdef USE_8BIT_HDR
|
|
highp vec4 comp = fract(lum_accum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
|
|
comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
|
color=comp;
|
|
#else
|
|
color.rgb=vec3(lum_accum);
|
|
#endif
|
|
|
|
|
|
#endif
|
|
|
|
#ifdef USE_RGBE
|
|
|
|
color.rgb = pow(color.rgb,color.a*255.0-(8.0+128.0));
|
|
#endif
|
|
|
|
#ifdef USE_ENERGY
|
|
color.rgb*=energy;
|
|
#endif
|
|
|
|
#ifdef USE_NO_ALPHA
|
|
color.a=1.0;
|
|
#endif
|
|
|
|
#ifdef USE_CUSTOM_ALPHA
|
|
color.a=custom_alpha;
|
|
#endif
|
|
|
|
|
|
gl_FragColor = color;
|
|
}
|
|
|