30 lines
802 B
GLSL
30 lines
802 B
GLSL
#version {VERSION}
|
|
#ifdef GL_ES
|
|
precision mediump float;
|
|
#endif
|
|
|
|
uniform sampler2D Palette, DiffuseTexture;
|
|
uniform vec2 Palettes;
|
|
uniform float PaletteRows;
|
|
|
|
uniform vec4 LightDirection;
|
|
uniform vec3 AmbientLight, DiffuseLight;
|
|
|
|
in vec4 vTexCoord;
|
|
in vec4 vChannelMask;
|
|
in vec4 vNormalsMask;
|
|
out vec4 fragColor;
|
|
|
|
void main()
|
|
{
|
|
vec4 x = texture(DiffuseTexture, vTexCoord.st);
|
|
vec4 color = texture(Palette, vec2(dot(x, vChannelMask), (Palettes.x + 0.5) / PaletteRows));
|
|
if (color.a < 0.01)
|
|
discard;
|
|
|
|
vec4 y = texture(DiffuseTexture, vTexCoord.pq);
|
|
vec4 normal = (2.0 * texture(Palette, vec2(dot(y, vNormalsMask), (Palettes.y + 0.5) / PaletteRows)) - 1.0);
|
|
vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
|
|
fragColor = vec4(intensity * color.rgb, color.a);
|
|
}
|