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@@ -1,27 +0,0 @@
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-#import "Common/ShaderLib/Texture.glsllib"
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-
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-varying vec2 texCoord;
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-
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-uniform sampler2D m_ColorMap;
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-
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-void main(){
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- //Texture_GetColor(m_ColorMap, texCoord)
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- //vec4 color = texture2D(m_ColorMap, texCoord);
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- //color.rgb *= color.a;
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- //gl_FragColor = vec4(color.a);
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-
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- #ifdef NORMAL_LATC
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- vec3 newNorm = vec3(texture2D(m_ColorMap, texCoord).ag, 0.0);
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- newNorm = Common_UnpackNormal(newNorm);
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- newNorm.b = sqrt(1.0 - (newNorm.x * newNorm.x) - (newNorm.y * newNorm.y));
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- newNorm = Common_PackNormal(newNorm);
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- gl_FragColor = vec4(newNorm, 1.0);
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- #elif defined(SHOW_ALPHA)
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- gl_FragColor = vec4(texture2D(m_ColorMap, texCoord).a);
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- #else
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- gl_FragColor = Texture_GetColor(m_ColorMap, texCoord);
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- #endif
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- #ifdef NORMALIZE
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- gl_FragColor = vec4(normalize(gl_FragColor.xyz), gl_FragColor.a);
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- #endif
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-}
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