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precision highp float;
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;
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;
layout(pixel_center_integer) in vec4 gl_FragCoord;
void main() {
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;
}
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