22 lines
475 B
GLSL
22 lines
475 B
GLSL
#version 130
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uniform sampler2D diffuse;
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uniform sampler2D specular;
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uniform sampler2D ambient_occlusion;
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uniform sampler2D specular_map;
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uniform vec3 ambient;
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in vec2 uv;
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out vec4 FragColor;
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void main()
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{
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vec2 texc = uv;
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vec3 diffuse = texture(diffuse, texc).xyz;
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vec3 spec = texture(specular, texc).xyz;
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float specmap = texture(specular_map, texc).x;
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float ao = texture(ambient_occlusion, texc).x;
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FragColor = vec4(diffuse + spec * specmap + ao * ambient, 1.0);
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}
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