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21 lines
369 B
GLSL
21 lines
369 B
GLSL
varying highp vec2 UV;
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varying highp vec2 Pos;
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uniform sampler2D lightMap;
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uniform highp vec4 modulate;
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// [SHADER_HEADER_CODE]
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void main()
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{
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highp vec4 FRAGCOORD = gl_FragCoord;
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lowp vec4 COLOR;
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// [SHADER_CODE]
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lowp vec3 lightSample = texture2D(lightMap, Pos).rgb;
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gl_FragColor = zAdjustResult(COLOR * modulate * vec4(lightSample, 1.0));
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}
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