stk-code_catmod/data/shaders/sp_unlit.frag
2018-01-23 01:16:45 +08:00

29 lines
647 B
GLSL

in vec4 color;
in vec3 normal;
in vec2 uv;
layout(location = 0) out vec4 o_diffuse_color;
layout(location = 1) out vec3 o_normal_depth;
layout(location = 2) out vec2 o_gloss_map;
#stk_include "utils/encode_normal.frag"
#stk_include "utils/sp_texture_sampling.frag"
void main(void)
{
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_normal_depth.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
o_normal_depth.z = 0.0;
o_gloss_map = vec2(0.0, 0.1);
#endif
}