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29 lines
546 B
GLSL
29 lines
546 B
GLSL
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#ifdef TW_TILE_TEXTURED
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#ifdef TW_TILE_3D_TEXTURED
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uniform sampler3D gTextureSampler;
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#else
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uniform sampler2DArray gTextureSampler;
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#endif
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#endif
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uniform vec4 gVertColor;
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#ifdef TW_TILE_TEXTURED
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noperspective in vec3 TexCoord;
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#endif
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out vec4 FragClr;
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void main()
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{
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#ifdef TW_TILE_TEXTURED
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vec3 realTexCoords = vec3(fract(TexCoord.xy), TexCoord.z);
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vec2 dx = dFdx(TexCoord.xy);
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vec2 dy = dFdy(TexCoord.xy);
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vec4 tex = textureGrad(gTextureSampler, realTexCoords, dx, dy);
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FragClr = tex * gVertColor;
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#else
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FragClr = gVertColor;
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#endif
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}
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