port from perforce
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18
hgplus/ShaderMinifier/tests/real/extatique/snake.fs
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18
hgplus/ShaderMinifier/tests/real/extatique/snake.fs
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varying vec3 normal;
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varying float profondeur;
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vec4 desaturate(vec4 color, float t)
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{
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vec3 grey = vec3(dot(vec3(0.33), color.rgb));
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return vec4(mix(color.rgb, grey, t), color.a);
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}
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void main()
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{
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vec3 N = normal;
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vec3 e = vec3(0.0,0.0,-1.0);
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float diffuse = max(0.0, dot(N, e));
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vec4 C = gl_Color * vec4(0.1 + 0.9 * vec3(diffuse), diffuse);
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gl_FragColor = C * exp( -profondeur * 0.1 );
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}
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