opengl: Revamp texturing.
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@@ -7,6 +7,7 @@
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uniform int texture_Count;
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uniform sampler2D Textures [16];
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uniform float Fade [16];
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uniform bool texture_Applies [16];
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vec4
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apply_Texturing (vec2 Coords)
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@@ -15,12 +16,15 @@ apply_Texturing (vec2 Coords)
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for (int i = 0; i < texture_Count; ++i)
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{
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if (texture_Applies [i])
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{
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Color.rgb += texture (Textures [i], Coords).rgb
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* texture (Textures [i], Coords).a
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* (1.0 - Fade [i]);
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Color.a = max (Color.a, texture (Textures [i],
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Coords).a);
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}
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}
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return Color;
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