opengl.shaders: Use unified lighting and texturing 'snippets' for fragment shaders.
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27
3-mid/opengl/assets/shader/texturing-frag.snippet
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27
3-mid/opengl/assets/shader/texturing-frag.snippet
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@@ -0,0 +1,27 @@
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uniform int texture_Count;
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uniform sampler2D Textures [32];
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uniform float Fade [32];
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vec4
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apply_Texturing (vec2 Coords)
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{
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vec4 Color = vec4 (0);
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for (int i = 0; i < texture_Count; ++i)
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{
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Color.rgb += texture (Textures [i], Coords).rgb
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* texture (Textures [i], Coords).a
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* (1.0 - Fade [i]);
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// Color.a += texture (Textures [i], Coords).a * (1.0 - Fade[1]);
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Color.a = max (Color.a,
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texture (Textures [i],Coords).a * (1.0 - Fade[i]));
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// Color.a = max (Color.a,
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// texture (Textures [i],Coords).a);
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}
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return Color;
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}
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