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27 lines
951 B
Plaintext
27 lines
951 B
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
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uniform sampler2D EmissionMap; // @emission
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uniform sampler2D One;
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uniform sampler2D Two;
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uniform sampler2D Three;
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uniform sampler2D Four;
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uniform sampler2D Five;
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uniform sampler2D Six;
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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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bool bindings = abs(texture(One,aego_local).r - 47.0/255.0)<0.001
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&& abs(texture(Two,aego_local).r - 71.0/255.0)<0.001
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&& abs(texture(Three,aego_local).r - 97.0/255.0)<0.001
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&& abs(texture(Four,aego_local).r - 131.0/255.0)<0.001
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&& abs(texture(Five,aego_local).r - 173.0/255.0)<0.001
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&& abs(texture(Six,aego_local).r - 223.0/255.0)<0.001;
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aego_out = bindings ? aego_lit(aego_sample(),1.0,aego_emission(vec3(0.2,0.3,0.4),0.5),true)
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: vec4(1.0,0.0,1.0,1.0);
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}
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