33 lines
553 B
GLSL
33 lines
553 B
GLSL
#version 330
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uniform sampler2D tex;
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uniform sampler2D lighttex;
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uniform int hastex;
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uniform int haslightmap;
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noperspective in vec3 nor;
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in vec4 color;
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in vec2 uv0;
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in vec2 uv1;
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out vec4 Albedo;
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out vec4 NormalDepth;
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out vec4 Specular;
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void main() {
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vec4 light = vec4(1.0);
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vec4 col;
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if (haslightmap != 0) {
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light = texture(lighttex, uv1);
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}
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if (hastex != 0)
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col = texture(tex, uv0) * light;
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else
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col = color;
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Albedo = vec4(col.xyz, 1.);
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NormalDepth = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
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Specular = vec4(1. - col.a);
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}
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