tibia-client/modules/game_shaders/outfit.frag

42 lines
1.1 KiB
GLSL

uniform float opacity; // painter opacity
uniform vec4 color; // painter color
uniform float time; // time in seconds since shader linkage
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;
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, textureCoords);
vec4 maskColor = texture2D(maskTexture, textureCoords);
vec4 outColor = vec4(1.0, 1.0, 1.0, 1.0);
if(maskColor == yellow)
outColor = headColor;
else if(maskColor == red)
outColor = bodyColor;
else if(maskColor == green)
outColor = legsColor;
else if(maskColor == blue)
outColor = feetColor;
return pixel * outColor;
}
void main()
{
gl_FragColor = calcOutfitPixel() * color * opacity;
}