stk-code_catmod/data/shaders/instanced_objectref_pass1.frag
2014-12-18 22:09:14 +01:00

30 lines
617 B
GLSL

#ifndef Use_Bindless_Texture
uniform sampler2D tex;
uniform sampler2D glosstex;
#endif
#ifdef Use_Bindless_Texture
flat in sampler2D handle;
flat in sampler2D secondhandle;
#endif
in vec3 nor;
in vec2 uv;
out vec3 EncodedNormal;
vec2 EncodeNormal(vec3 n);
void main() {
#ifdef Use_Bindless_Texture
vec4 col = texture(handle, uv);
float glossmap = texture(secondhandle, uv).x;
#else
vec4 col = texture(tex, uv);
float glossmap = texture(glosstex, uv).x;
#endif
if (col.a < 0.5)
discard;
EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
EncodedNormal.z = glossmap;
}