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22 lines
1.0 KiB
Plaintext
22 lines
1.0 KiB
Plaintext
#pragma aego abi 1
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#pragma domain sprite
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#pragma lighting forward2d
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#pragma blend premultiplied
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#pragma material
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uniform sampler2D NormalMap; // @normal @doc("Explicit normal source with its own mapping. Otherwise the current sprite-frame pair is used.")
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uniform sampler2D EmissionMap; // @emission @doc("Emission RGB or scalar mask with its own mapping. Otherwise the current frame pair is used.")
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uniform float NormalStrength; // @instance @default(1) @range(0,4)
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uniform vec4 EmissionColor; // @instance @color @default(0,0,0,1)
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uniform float EmissionIntensity; // @instance @default(0) @range(0,16)
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uniform bool ReceiveShadows; // @instance @default(true)
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uniform float Flash; // @instance @default(0) @range(0,1)
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#pragma end
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#include "engine/sprite.glsl"
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#include "engine/lighting.glsl"
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void fragment() {
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vec4 lit = aego_lit(aego_sample(), NormalStrength,
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aego_emission(EmissionColor.rgb, EmissionIntensity), ReceiveShadows);
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lit.rgb = mix(lit.rgb, vec3(1.0, 0.35, 0.25) * lit.a, Flash);
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aego_out = lit;
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}
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