HealthMeter
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@@ -6,6 +6,8 @@ uniform mat4 P;
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uniform vec4 Color;
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uniform vec2 ScreenDimensions;
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uniform sampler2D texture0;
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uniform vec4 FillColor;
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uniform float FillPercentage;
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#define TILE_SIZE 16
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@@ -133,6 +135,13 @@ void main()
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//fragmentColor += Input.DiffuseColor;
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fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
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if(pos <= FillPercentage) {
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fragmentColor += FillColor;
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}
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//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
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//fragmentColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3, 0, 1);
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//fragmentColor = texel * Input.DiffuseColor * Color;
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