fix outfit shader

master
Eduardo Bart 13 years ago
parent 67df3a0723
commit 339697fce9

@ -11,39 +11,30 @@ uniform vec4 bodyColor;
uniform vec4 legsColor;
uniform vec4 feetColor;
vec4 calcPixel(vec2 texCoord)
const vec4 yellow = vec4(1.0, 1.0, 0.0, 1.0);
const vec4 red = vec4(1.0, 0.0, 0.0, 1.0);
const vec4 green = vec4(0.0, 1.0, 0.0, 1.0);
const vec4 blue = vec4(0.0, 0.0, 1.0, 1.0);
vec4 calcOutfitPixel()
{
vec4 pixel = texture2D(texture, texCoord);
vec4 maskColor = texture2D(maskTexture, texCoord);
vec4 pixel = texture2D(texture, textureCoords);
vec4 maskColor = texture2D(maskTexture, textureCoords);
vec4 outColor = vec4(0);
if(maskColor.r == 1.0 && maskColor.g == 1.0) {
vec4 outColor = vec4(1.0, 1.0, 1.0, 1.0);
if(maskColor == yellow)
outColor = headColor;
} else if(maskColor.r == 1.0) {
else if(maskColor == red)
outColor = bodyColor;
} else if(maskColor.g == 1.0) {
else if(maskColor == green)
outColor = legsColor;
} else if(maskColor.b == 1.0) {
else if(maskColor == blue)
outColor = feetColor;
}
if(outColor.a != 0.0)
pixel = pixel * outColor;
return pixel;
return pixel * outColor;
}
void main()
{
vec4 pixel = calcPixel(textureCoords);
int num = 16;
vec4 sum = vec4(0);
int i, j;
for(i=-num/2;i<num/2;++i) {
for(j=-num/2;j<num/2;++j) {
sum += calcPixel(textureCoords + vec2(i+1, j+1)*0.005) * 1.0/(num*num);
}
}
sum = sin(ticks/500.0)*sum;
gl_FragColor = pixel * color * opacity;
gl_FragColor = calcOutfitPixel() * color * opacity;
}

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