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Switch-Toolbox/Toolbox/Shader/Layout/Bflyt.frag

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#version 330
uniform vec4 blackColor;
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uniform vec4 whiteColor;
uniform int hasTexture0;
uniform int debugShading;
uniform int numTextureMaps;
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uniform sampler2D textures0;
uniform sampler2D uvTestPattern;
in vec2 uv0;
in vec4 vertexColor0;
out vec4 fragColor;
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void main()
{
vec4 textureMap0 = vec4(1);
vec4 textureMap1 = vec4(1);
vec4 textureMap2 = vec4(1);
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if (numTextureMaps > 0)
{
if (hasTexture0 == 1)
textureMap0 = texture2D(textures0, uv0);
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}
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if (debugShading == 0)
{
vec4 colorBlend = textureMap0 * whiteColor;
vec3 blackBlend = (vec3(1) - textureMap0.rgb) + blackColor.rgb;
fragColor = vertexColor0 * colorBlend;
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}
else if (debugShading == 5)
fragColor = vec4(textureMap0.rgb, 1);
else if (debugShading == 1)
fragColor = vertexColor0;
else if (debugShading == 2)
fragColor = whiteColor;
else if (debugShading == 3)
fragColor = blackColor;
else if (debugShading == 4)
fragColor = texture2D(uvTestPattern, uv0);
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}