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uniform float opacity;
uniform vec4 color;
uniform float ticks;
uniform sampler2D texture; // outfit texture
varying vec2 textureCoords; // outfit texture coords
uniform sampler2D maskTexture; // outfit color mask
uniform vec4 headColor;
uniform vec4 bodyColor;
uniform vec4 legsColor;
uniform vec4 feetColor;
vec4 calcPixel(vec2 texCoord)
{
vec4 pixel = texture2D(texture, texCoord);
vec4 maskColor = texture2D(maskTexture, texCoord);
vec4 outColor = vec4(0);
if(maskColor.r == 1.0 && maskColor.g == 1.0) {
outColor = headColor;
} else if(maskColor.r == 1.0) {
outColor = bodyColor;
} else if(maskColor.g == 1.0) {
outColor = legsColor;
} else if(maskColor.b == 1.0) {
outColor = feetColor;
}
if(outColor.a != 0.0)
pixel = pixel * outColor;
return pixel;
}
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;
}