stk-code_catmod/data/shaders/objectref_pass2.frag

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#version 330
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uniform sampler2D Albedo;
uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;
uniform sampler2D SSAO;
uniform vec2 screen;
uniform vec3 ambient;
in vec2 uv;
out vec4 FragColor;
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void main(void)
{
vec4 color = texture(Albedo, uv);
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if (color.a < 0.5) discard;
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vec2 tc = gl_FragCoord.xy / screen;
vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
float ao = texture(SSAO, tc).x;
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vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent;
FragColor = vec4(color.xyz * LightFactor, 1.);
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}