24 lines
475 B
GLSL
24 lines
475 B
GLSL
uniform sampler2D Albedo;
|
|
uniform sampler2D Detail;
|
|
|
|
#if __VERSION__ >= 130
|
|
in vec2 uv;
|
|
in vec2 uv_bis;
|
|
out vec4 FragColor;
|
|
#else
|
|
varying vec2 uv;
|
|
varying vec2 uv_bis;
|
|
#define FragColor gl_FragColor
|
|
#endif
|
|
|
|
vec3 getLightFactor(float specMapValue);
|
|
|
|
void main(void)
|
|
{
|
|
vec4 color = texture(Albedo, uv);
|
|
vec4 detail = texture(Detail, uv_bis);
|
|
color *= detail;
|
|
vec3 LightFactor = getLightFactor(1. - color.a);
|
|
FragColor = vec4(color.xyz * LightFactor, 1.);
|
|
}
|