23a1b08efe
Also split ghost karts out of additive shader, so fixed issues like "drivers are facing backwards", "water in abyss affects ghost karts" Todo: maybe transparency depend on current track color?
20 lines
378 B
GLSL
20 lines
378 B
GLSL
#ifdef Use_Bindless_Texture
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layout(bindless_sampler) uniform sampler2D tex;
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#else
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uniform sampler2D tex;
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#endif
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in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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void main()
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{
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vec4 Color = texture(tex, uv);
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#ifdef Use_Bindless_Texture
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Color.xyz = pow(Color.xyz, vec3(2.2));
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#endif
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Color.xyz *= pow(color.xyz, vec3(2.2));
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FragColor = vec4(Color.rgb * 0.5, 0.5);
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}
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