33 lines
553 B
GLSL
33 lines
553 B
GLSL
#version 130
|
|
uniform sampler2D tex;
|
|
uniform sampler2D lighttex;
|
|
uniform int hastex;
|
|
uniform int haslightmap;
|
|
|
|
noperspective in vec3 nor;
|
|
in vec4 color;
|
|
in vec2 uv0;
|
|
in vec2 uv1;
|
|
out vec4 Albedo;
|
|
out vec4 NormalDepth;
|
|
out vec4 Specular;
|
|
|
|
void main() {
|
|
vec4 light = vec4(1.0);
|
|
vec4 col;
|
|
|
|
if (haslightmap != 0) {
|
|
light = texture(lighttex, uv1);
|
|
}
|
|
|
|
if (hastex != 0)
|
|
col = texture(tex, uv0) * light;
|
|
else
|
|
col = color;
|
|
|
|
Albedo = vec4(col.xyz, 1.);
|
|
NormalDepth = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
|
|
Specular = vec4(1. - col.a);
|
|
}
|
|
|