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path: root/client/shaders/selection_shader/opengl_fragment.glsl
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uniform sampler2D baseTexture;

void main(void)
{
	vec2 uv = gl_TexCoord[0].st;
	vec4 color = texture2D(baseTexture, uv);
	color.rgb *= gl_Color.rgb;
	gl_FragColor = color;
}
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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "quicktune.h"
#include "threading/mutex_auto_lock.h"
#include "util/string.h"

std::string QuicktuneValue::getString()
{
	switch(type){
	case QVT_NONE:
		return "(none)";
	case QVT_FLOAT:
		return ftos(value_QVT_FLOAT.current);
	}
	return "<invalid type>";
}
void QuicktuneValue::relativeAdd(float amount)
{
	switch(type){
	case QVT_NONE:
		break;
	case QVT_FLOAT:
		value_QVT_FLOAT.current += amount * (value_QVT_FLOAT.max - value_QVT_FLOAT.min);
		if(value_QVT_FLOAT.current > value_QVT_FLOAT.max)
			value_QVT_FLOAT.current = value_QVT_FLOAT.max;
		if(value_QVT_FLOAT.current < value_QVT_FLOAT.min)
			value_QVT_FLOAT.current = value_QVT_FLOAT.min;
		break;
	}
}

static std::map<std::string, QuicktuneValue> g_values;
static std::vector<std::string> g_names;
std::mutex *g_mutex = NULL;

static void makeMutex()