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			18 lines
		
	
	
		
			497 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			18 lines
		
	
	
		
			497 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform mat4 u_Color;
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| varying vec2 v_TexCoord;
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| varying vec2 v_TexCoord2;
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| uniform sampler2D u_Tex0;
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| void main()
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| {
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|     gl_FragColor = texture2D(u_Tex0, v_TexCoord);
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|     vec4 texcolor = texture2D(u_Tex0, v_TexCoord2);
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|     if(texcolor.r > 0.9) {
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|         gl_FragColor *= texcolor.g > 0.9 ? u_Color[0] : u_Color[1];
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|     } else if(texcolor.g > 0.9) {
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|         gl_FragColor *= u_Color[2];
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|     } else if(texcolor.b > 0.9) {
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|         gl_FragColor *= u_Color[3];
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|     }
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|     if(gl_FragColor.a < 0.01) discard;
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| }
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