forked from mirror/ObjToSchematic
108 lines
3.3 KiB
GLSL
108 lines
3.3 KiB
GLSL
precision mediump float;
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uniform sampler2D u_texture;
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uniform float u_atlasSize;
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varying float v_lighting;
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varying vec4 v_occlusion;
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varying vec2 v_texcoord;
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varying vec2 v_blockTexcoord;
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float dither8x8(vec2 position, float alpha) {
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int x = int(mod(position.x, 8.0));
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int y = int(mod(position.y, 8.0));
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int index = x + y * 8;
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float limit = 0.0;
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if (x < 8) {
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if (index == 0) limit = 0.015625;
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if (index == 1) limit = 0.515625;
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if (index == 2) limit = 0.140625;
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if (index == 3) limit = 0.640625;
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if (index == 4) limit = 0.046875;
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if (index == 5) limit = 0.546875;
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if (index == 6) limit = 0.171875;
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if (index == 7) limit = 0.671875;
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if (index == 8) limit = 0.765625;
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if (index == 9) limit = 0.265625;
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if (index == 10) limit = 0.890625;
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if (index == 11) limit = 0.390625;
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if (index == 12) limit = 0.796875;
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if (index == 13) limit = 0.296875;
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if (index == 14) limit = 0.921875;
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if (index == 15) limit = 0.421875;
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if (index == 16) limit = 0.203125;
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if (index == 17) limit = 0.703125;
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if (index == 18) limit = 0.078125;
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if (index == 19) limit = 0.578125;
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if (index == 20) limit = 0.234375;
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if (index == 21) limit = 0.734375;
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if (index == 22) limit = 0.109375;
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if (index == 23) limit = 0.609375;
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if (index == 24) limit = 0.953125;
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if (index == 25) limit = 0.453125;
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if (index == 26) limit = 0.828125;
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if (index == 27) limit = 0.328125;
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if (index == 28) limit = 0.984375;
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if (index == 29) limit = 0.484375;
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if (index == 30) limit = 0.859375;
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if (index == 31) limit = 0.359375;
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if (index == 32) limit = 0.0625;
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if (index == 33) limit = 0.5625;
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if (index == 34) limit = 0.1875;
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if (index == 35) limit = 0.6875;
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if (index == 36) limit = 0.03125;
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if (index == 37) limit = 0.53125;
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if (index == 38) limit = 0.15625;
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if (index == 39) limit = 0.65625;
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if (index == 40) limit = 0.8125;
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if (index == 41) limit = 0.3125;
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if (index == 42) limit = 0.9375;
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if (index == 43) limit = 0.4375;
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if (index == 44) limit = 0.78125;
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if (index == 45) limit = 0.28125;
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if (index == 46) limit = 0.90625;
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if (index == 47) limit = 0.40625;
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if (index == 48) limit = 0.25;
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if (index == 49) limit = 0.75;
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if (index == 50) limit = 0.125;
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if (index == 51) limit = 0.625;
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if (index == 52) limit = 0.21875;
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if (index == 53) limit = 0.71875;
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if (index == 54) limit = 0.09375;
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if (index == 55) limit = 0.59375;
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if (index == 56) limit = 0.9999;
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if (index == 57) limit = 0.5;
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if (index == 58) limit = 0.875;
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if (index == 59) limit = 0.375;
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if (index == 60) limit = 0.96875;
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if (index == 61) limit = 0.46875;
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if (index == 62) limit = 0.84375;
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if (index == 63) limit = 0.34375;
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}
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return alpha < limit ? 0.0 : 1.0;
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}
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void main() {
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float u = v_texcoord.x;
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float v = v_texcoord.y;
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float a = v_occlusion.x;
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float b = v_occlusion.y;
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float c = v_occlusion.z;
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float d = v_occlusion.w;
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float g = v*(u*b + (1.0-u)*d) + (1.0-v)*(u*a + (1.0-u)*c);
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vec2 tex = v_blockTexcoord + (v_texcoord / (u_atlasSize * 3.0));
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vec4 diffuse = texture2D(u_texture, tex).rgba;
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float alpha = dither8x8(gl_FragCoord.xy, diffuse.a);
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if (alpha < 0.5)
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{
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discard;
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}
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gl_FragColor = vec4(diffuse.rgb * v_lighting * g, 1.0);
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}
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