44 lines
1.1 KiB
GLSL
44 lines
1.1 KiB
GLSL
layout (location = 0) out vec4 f_color;
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layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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layout (location = 3) out vec4 f_emission;
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#include <world_fragment_header>
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in vec4 a_torchLight;
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uniform sampler2D u_texture0;
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uniform vec3 u_sunDir;
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// flags
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uniform bool u_alphaClip;
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uniform bool u_debugLights;
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uniform bool u_debugNormals;
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void main() {
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = texColor.a;
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if (u_alphaClip) {
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if (alpha < 0.2f)
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discard;
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alpha = 1.0;
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} else {
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if (alpha < 0.002f)
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discard;
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}
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if (u_debugLights)
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texColor.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0);
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f_color = texColor;
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f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight);
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#ifndef ADVANCED_RENDER
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vec3 fogColor = texture(u_skybox, a_dir).rgb;
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f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
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#endif
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f_color.a = alpha;
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f_position = vec4(a_position, 1.0);
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f_normal = vec4(a_normal, 1.0);
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f_emission = vec4(vec3(a_emission), 1.0);
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}
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