stk-code_catmod/data/shaders/sp_unlit.frag

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in vec4 color;
in vec3 normal;
in vec2 uv;
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 col = sampleTextureLayer0(uv);
if (col.a < 0.5)
{
discard;
}
vec3 final_color = col.xyz * color.xyz;
o_diffuse_color = vec4(final_color, 1.0);
#if defined(Advanced_Lighting_Enabled)
o_diffuse_color = vec4(final_color, 0.4);
o_normal_color.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
o_normal_color.zw = vec2(0.0);
#else
o_diffuse_color = vec4(final_color, 1.0);
#endif
}