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0 additions
80 lines
#version 100
#version 100
precision highp float;
precision highp float;
precision highp int;
precision highp int;
void FFP_Add(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
void FFP_Add(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
{
{
vOut = vIn0 + vIn1;
vOut = vIn0 + vIn1;
}
}
void FFP_Assign(in vec4 vIn, out vec4 vOut)
void FFP_Assign(in vec4 vIn, out vec4 vOut)
{
{
vOut = vIn;
vOut = vIn;
}
}
void FFP_Construct(in float r, in float g, in float b, in float a, out vec4 vOut)
void FFP_Construct(in float r, in float g, in float b, in float a, out vec4 vOut)
{
{
vOut = vec4(r,g,b,a);
vOut = vec4(r,g,b,a);
}
}
void FFP_Modulate(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
void FFP_Modulate(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
{
{
vOut = vIn0 * vIn1;
vOut = vIn0 * vIn1;
}
}
void FFP_SampleTexture(in sampler2D s, in vec2 f, out vec4 t)
void FFP_SampleTexture(in sampler2D s, in vec2 f, out vec4 t)
{
{
t = texture2D(s, f);
t = texture2D(s, f);
}
}
uniform sampler2D gTextureSampler0;
uniform sampler2D gTextureSampler0;
varying vec4 oColor_0;
varying vec4 oColor_0;
varying vec2 oTexcoord2_0;
varying vec2 oTexcoord2_0;
void main() {
void main() {
vec4 outputColor;
vec4 outputColor;
vec4 lLocalParam_0;
vec4 lLocalParam_0;
vec4 texel_0;
vec4 texel_0;
vec4 source1;
vec4 source1;
vec4 source2;
vec4 source2;
FFP_Construct(0.0, 0.0, 0.0, 0.0, lLocalParam_0);
FFP_Construct(0.0, 0.0, 0.0, 0.0, lLocalParam_0);
FFP_Assign(oColor_0, outputColor);
FFP_Assign(oColor_0, outputColor);
FFP_SampleTexture(gTextureSampler0, oTexcoord2_0, texel_0);
FFP_SampleTexture(gTextureSampler0, oTexcoord2_0, texel_0);
FFP_Assign(texel_0, source1);
FFP_Assign(texel_0, source1);
FFP_Assign(oColor_0, source2);
FFP_Assign(oColor_0, source2);
FFP_Modulate(source1, source2, outputColor);
FFP_Modulate(source1, source2, outputColor);
FFP_Add(outputColor.xyz, lLocalParam_0.xyz, outputColor.xyz);
FFP_Add(outputColor.xyz, lLocalParam_0.xyz, outputColor.xyz);
gl_FragColor = outputColor;
gl_FragColor = outputColor;
}
}