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