2011-12-08 18:28:29 +01:00
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uniform float opacity;
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uniform vec4 color;
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uniform float ticks;
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uniform sampler2D texture; // outfit texture
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varying vec2 textureCoords; // outfit texture coords
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uniform sampler2D maskTexture; // outfit color mask
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uniform vec4 headColor;
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uniform vec4 bodyColor;
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uniform vec4 legsColor;
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uniform vec4 feetColor;
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vec4 calcPixel(vec2 texCoord)
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{
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vec4 pixel = texture2D(texture, texCoord);
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vec4 maskColor = texture2D(maskTexture, texCoord);
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vec4 outColor = vec4(0);
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if(maskColor.r == 1.0 && maskColor.g == 1.0) {
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outColor = headColor;
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} else if(maskColor.r == 1.0) {
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outColor = bodyColor;
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} else if(maskColor.g == 1.0) {
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outColor = legsColor;
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} else if(maskColor.b == 1.0) {
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outColor = feetColor;
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}
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if(outColor.a != 0.0)
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pixel = pixel * outColor;
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return pixel;
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}
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void main()
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{
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vec4 pixel = calcPixel(textureCoords);
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int num = 16;
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vec4 sum = vec4(0);
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int i, j;
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for(i=-num/2;i<num/2;++i) {
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for(j=-num/2;j<num/2;++j) {
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sum += calcPixel(textureCoords + vec2(i+1, j+1)*0.005) * 1.0/(num*num);
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}
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}
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sum = sin(ticks/500.0)*sum;
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2011-12-19 00:44:49 +01:00
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gl_FragColor = pixel * color * opacity;
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2011-12-08 18:28:29 +01:00
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}
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