e2c245c420
* Improve normal accuracy & Fix wrong SSR * One less sample count
32 lines
665 B
GLSL
32 lines
665 B
GLSL
in vec4 color;
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in vec3 normal;
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in vec2 uv;
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layout(location = 0) out vec4 o_diffuse_color;
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layout(location = 1) out vec4 o_normal_color;
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#stk_include "utils/encode_normal.frag"
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#stk_include "utils/sp_texture_sampling.frag"
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void main(void)
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{
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vec4 col = sampleTextureLayer0(uv);
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if (col.a < 0.5)
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{
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discard;
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}
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vec3 final_color = col.xyz * color.xyz;
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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o_diffuse_color = vec4(final_color, 0.4);
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o_normal_color.xy = EncodeNormal(normalize(normal));
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o_normal_color.zw = vec2(0.0);
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#else
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o_diffuse_color = vec4(final_color, 1.0);
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#endif
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}
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