stk-code_catmod/data/shaders/sp_decal.frag

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in vec3 normal;
in vec2 uv;
in vec2 uv_two;
layout(location = 0) out vec4 o_diffuse_color;
layout(location = 1) out vec4 o_normal_color;
#stk_include "utils/encode_normal.frag"
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#stk_include "utils/sp_texture_sampling.frag"
void main(void)
{
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vec4 color = sampleTextureLayer0(uv);
vec4 layer_two_tex = sampleTextureLayer1(uv_two);
layer_two_tex.rgb = layer_two_tex.a * layer_two_tex.rgb;
vec3 final_color = layer_two_tex.rgb + color.rgb * (1.0 - layer_two_tex.a);
#if defined(Advanced_Lighting_Enabled)
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vec4 layer_2 = sampleTextureLayer2(uv);
o_diffuse_color = vec4(final_color, layer_2.z);
o_normal_color.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
o_normal_color.zw = layer_2.xy;
#else
o_diffuse_color = vec4(final_color, 1.0);
#endif
}