30 lines
464 B
GLSL
30 lines
464 B
GLSL
#version 130
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uniform sampler2D tex;
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uniform int hastex;
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uniform float objectid;
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noperspective in vec3 nor;
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in vec2 uv0;
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in vec2 uv1;
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out vec4 Albedo;
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out vec4 NormalDepth;
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out vec4 Specular;
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void main() {
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//if (hastex != 0) {
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vec4 col = texture(tex, uv0);
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if (col.a < 0.5)
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discard;
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Albedo = vec4(col.xyz, 1.);
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//} else {
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// Albedo = gl_Color;
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//}
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NormalDepth = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
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Specular = vec4(1. - col.a);
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}
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