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authorStanislaw Halik <sthalik@misaki.pl>2023-06-13 05:27:47 +0200
committerStanislaw Halik <sthalik@misaki.pl>2023-06-13 05:27:47 +0200
commit55ff3fddd8bee56fdec18612c7afd4863ac024e0 (patch)
treed2422898c42bdc263ca777ed19d26683b31020df /shaders/shader.frag
parentb25f19d99a78099e10319983cb8230266a2c9870 (diff)
shaders: wip
Diffstat (limited to 'shaders/shader.frag')
-rw-r--r--shaders/shader.frag16
1 files changed, 12 insertions, 4 deletions
diff --git a/shaders/shader.frag b/shaders/shader.frag
index 9e05d677..faea53fb 100644
--- a/shaders/shader.frag
+++ b/shaders/shader.frag
@@ -1,14 +1,22 @@
precision highp float;
-uniform sampler2D sampler;
-layout (location = 2) uniform vec4 tint = vec4(1, 1, 1, 1);
+layout (location = 0) uniform vec2 scale;
+layout (location = 1) uniform vec3 offset;
+layout (location = 2) uniform vec4 tint;
+layout (location = 3) uniform bool enable_lightmap;
+layout (location = 4) uniform sampler2D sampler;
+layout (location = 5) uniform sampler2D lightmap_sampler;
-noperspective in vec2 frag_texcoords;
+layout (location = 0) noperspective in vec2 frag_texcoords;
+layout (location = 1) noperspective in vec2 frag_light_coord;
out vec4 color;
//layout (depth_greater) out float gl_FragDepth;
void main() {
- color = texture(sampler, frag_texcoords) * tint;
+ vec4 light = tint;
+ if (enable_lightmap)
+ light *= vec4(texture(lightmap_sampler, frag_light_coord).rgb, 1);
+ color = texture(sampler, frag_texcoords) * light;
if (color.a == 0)
discard;
}