Rename VoxelRenderer to ModelRenderer.
This commit is contained in:
22
glsl/model.frag
Normal file
22
glsl/model.frag
Normal file
@@ -0,0 +1,22 @@
|
||||
uniform sampler2D Palette, DiffuseTexture;
|
||||
uniform vec2 PaletteRows;
|
||||
|
||||
uniform vec4 LightDirection;
|
||||
uniform vec3 AmbientLight, DiffuseLight;
|
||||
|
||||
varying vec4 vTexCoord;
|
||||
varying vec4 vChannelMask;
|
||||
varying vec4 vNormalsMask;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
|
||||
vec4 color = texture2D(Palette, vec2(dot(x, vChannelMask), PaletteRows.x));
|
||||
if (color.a < 0.01)
|
||||
discard;
|
||||
|
||||
vec4 y = texture2D(DiffuseTexture, vTexCoord.pq);
|
||||
vec4 normal = (2.0 * texture2D(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0);
|
||||
vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
|
||||
gl_FragColor = vec4(intensity * color.rgb, color.a);
|
||||
}
|
||||
Reference in New Issue
Block a user