#version 120 /* Copyright (C) 2010-2017 Kristian Duske This file is part of TrenchBroom. TrenchBroom is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. TrenchBroom is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with TrenchBroom. If not, see . */ uniform float Brightness; uniform sampler2D Texture; uniform bool ApplyTinting; uniform vec4 TintColor; uniform bool GrayScale; void main() { vec4 texel = texture2D(Texture, gl_TexCoord[0].st); // Assume alpha masked or opaque. // TODO: Make this optional if we gain support for translucent textures if (texel.a < 0.5) { discard; } gl_FragColor = vec4(vec3(Brightness / 2.0 * texel), texel.a); gl_FragColor = clamp(2 * gl_FragColor, 0.0, 1.0); if (GrayScale) { float gray = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114)); gl_FragColor = vec4(gray, gray, gray, gl_FragColor.a); } if (ApplyTinting) { gl_FragColor = vec4(gl_FragColor.rgb * TintColor.rgb * TintColor.a, gl_FragColor.a); gl_FragColor = clamp(2.0 * gl_FragColor, 0.0, 1.0); } }