//////////////////////////////////////////////// // // miscellaneous edit shaders // //////////////////////////////////////////////// shader 0 "blendbrush" [ in vec4 vvertex, vcolor; uniform mat4 camprojmatrix; uniform vec4 texgenS, texgenT; uniform float ldrscale; out vec4 color; out vec2 texcoord0; void main(void) { gl_Position = camprojmatrix * vvertex; color = vec4(ldrscale * vcolor.rgb, vcolor.a); texcoord0 = vec2(dot(texgenS, vvertex), dot(texgenT, vvertex)); } ] [ uniform sampler2D tex0; in vec4 color; in vec2 texcoord0; layout(location = 0) out vec4 fragcolor; void main(void) { fragcolor = texture(tex0, texcoord0).r * color; } ] lazyshader 0 "prefab" [ in vec4 vvertex, vcolor; in vec3 vnormal; uniform mat4 prefabmatrix; uniform mat3 prefabworld; out vec3 nvec; out vec4 color; @(msaainterpvert) void main(void) { gl_Position = prefabmatrix * vvertex; color = vcolor; nvec = prefabworld * vnormal; @(msaapackvert) } ] [ in vec3 nvec; in vec4 color; @(msaainterpfrag) void main(void) { gcolor.rgb = color.rgb; gcolor.a = 0.0; vec3 normal = normalize(nvec); @(gnormpackdef normal packnorm) @(msaapackfrag) } ]