stk-code_catmod/data/shaders/sp_unlit.frag
Benau 0e5b7b532c Further boost stk by writing 1 less framebuffer attachment
Now we can get determine the background color by depth, so
the alpha tricks in diffuse color fbo is not necessary

And using rgba8 to pack normal doesn't seem to cause visual glitches.
2018-02-07 12:49:45 +08:00

32 lines
677 B
GLSL

in vec4 color;
in vec3 normal;
in vec2 uv;
layout(location = 0) out vec4 o_diffuse_color;
layout(location = 1) out vec4 o_normal_color;
#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_diffuse_color = vec4(final_color, 0.4);
o_normal_color.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
o_normal_color.zw = vec2(0.0);
#else
o_diffuse_color = vec4(final_color, 1.0);
#endif
}