Agment
Agment
// This signals the loading code to prepend either #version 100 or #version 300 es
as apropriate.
#include "fragmentVersionCentroidUV.h"
#include "uniformEntityConstants.h"
#include "uniformShaderConstants.h"
#include "util.h"
#ifdef USE_MULTITEXTURE
LAYOUT_BINDING(2) uniform sampler2D TEXTURE_2;
#endif
#ifdef COLOR_BASED
varying vec4 vertColor;
#endif
#ifdef USE_OVERLAY
// When drawing horses on specific android devices, overlay color ends up being
garbage data.
// Changing overlay color to high precision appears to fix the issue on devices
tested
varying highp vec4 overlayColor;
#endif
#ifdef TINTED_ALPHA_TEST
varying float alphaTestMultiplier;
#endif
#ifdef GLINT
varying vec2 layer1UV;
varying vec2 layer2UV;
varying vec4 tileLightColor;
varying vec4 glintColor;
#endif
#ifdef USE_EMISSIVE
#ifdef USE_ONLY_EMISSIVE
#define NEEDS_DISCARD(C) (C.a == 0.0 || C.a == 1.0 )
#else
#define NEEDS_DISCARD(C) (C.a + C.r + C.g + C.b == 0.0)
#endif
#else
#ifndef USE_COLOR_MASK
#define NEEDS_DISCARD(C) (C.a < 0.5)
#else
#define NEEDS_DISCARD(C) (C.a == 0.0)
#endif
#endif
void main()
{
vec4 color = vec4(1.0);
#ifndef NO_TEXTURE
#if !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE)
color = texture2D( TEXTURE_0, uv );
#else
color = texture2D_AA(TEXTURE_0, uv);
#endif // !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE)
#ifdef MASKED_MULTITEXTURE
vec4 tex1 = texture2D( TEXTURE_1, uv );
// If tex1 has a non-black color and no alpha, use color; otherwise use tex1
float maskedTexture = ceil( dot( tex1.rgb, vec3(1.0, 1.0, 1.0) ) * ( 1.0 -
tex1.a ) );
color = mix(tex1, color, clamp(maskedTexture, 0.0, 1.0));
#endif // MASKED_MULTITEXTURE
#ifdef TINTED_ALPHA_TEST
vec4 testColor = color;
testColor.a *= alphaTestMultiplier;
if(NEEDS_DISCARD(testColor))
discard;
#endif // TINTED_ALPHA_TEST
#endif // NO_TEXTURE
#ifdef COLOR_BASED
color *= vertColor;
#endif
#ifdef MULTI_COLOR_TINT
// Texture is a mask for tinting with two colors
vec2 colorMask = color.rg;
// Apply the secondary color mask and tint so long as its grayscale value is
not 0
color.rgb = mix(color, colorMask.gggg * MULTIPLICATIVE_TINT_CHANGE_COLOR,
ceil(colorMask.g)).rgb;
#else
#ifdef USE_COLOR_MASK
color.rgb = mix(color.rgb, color.rgb*CHANGE_COLOR.rgb, color.a);
color.a *= CHANGE_COLOR.a;
#endif
#ifdef ITEM_IN_HAND
color.rgb = mix(color.rgb, color.rgb*CHANGE_COLOR.rgb, vertColor.a);
#if defined(MCPE_PLATFORM_NX) && defined(NO_TEXTURE) && defined(GLINT)
// TODO(adfairfi): This needs to be properly fixed soon. We have a User Story
for it in VSO: 102633
vec3 dummyColor = texture2D(TEXTURE_0, vec2(0.0, 0.0)).rgb;
color.rgb += dummyColor * 0.000000001;
#endif
#endif // MULTI_COLOR_TINT
#endif
#ifdef USE_MULTITEXTURE
vec4 tex1 = texture2D( TEXTURE_1, uv );
vec4 tex2 = texture2D( TEXTURE_2, uv );
color.rgb = mix(color.rgb, tex1.rgb, tex1.a);
#ifdef ALPHA_TEST
if (color.a < 0.5 && tex1.a == 0.0) {
discard;
}
#endif
#ifdef COLOR_SECOND_TEXTURE
if (tex2.a > 0.0) {
color.rgb = tex2.rgb + (tex2.rgb * CHANGE_COLOR.rgb -
tex2.rgb)*tex2.a;//lerp(tex2.rgb, tex2 * changeColor.rgb, tex2.a)
}
#else
color.rgb = mix(color.rgb, tex2.rgb, tex2.a);
#endif
#endif
#ifdef MULTIPLICATIVE_TINT
vec4 tintTex = texture2D(TEXTURE_1, uv);
#ifdef MULTIPLICATIVE_TINT_COLOR
tintTex.rgb = tintTex.rgb * MULTIPLICATIVE_TINT_CHANGE_COLOR.rgb;
#endif
#ifdef ALPHA_TEST
color.rgb = mix(color.rgb, tintTex.rgb, tintTex.a);
if (color.a + tintTex.a <= 0.0) {
discard;
}
#endif
#endif
#ifdef USE_OVERLAY
//use either the diffuse or the OVERLAY_COLOR
color.rgb = mix(color, overlayColor, overlayColor.a).rgb;
#endif
#ifdef USE_EMISSIVE
//make glowy stuff
color *= mix(vec4(1.0), light, color.a );
#else
color *= light;
#endif
//apply fog
color.rgb = mix( color.rgb, fogColor.rgb, fogColor.a );
#ifdef GLINT
// Applies color mask to glint texture instead and blends with original color
vec4 layer1 = texture2D(TEXTURE_1, fract(layer1UV)).rgbr * glintColor;
vec4 layer2 = texture2D(TEXTURE_1, fract(layer2UV)).rgbr * glintColor;
vec4 glint = (layer1 + layer2) * tileLightColor;