Files
OpenRA/glsl/vxl.frag

22 lines
624 B
GLSL

uniform sampler2D Palette, DiffuseTexture;
uniform vec2 PaletteRows;
uniform vec4 LightDirection;
uniform vec3 AmbientLight, DiffuseLight;
varying vec4 TexCoord;
varying vec4 ChannelMask;
varying vec4 NormalsMask;
void main()
{
vec4 x = texture2D(DiffuseTexture, TexCoord.st);
vec4 color = texture2D(Palette, vec2(dot(x, ChannelMask), PaletteRows.x));
if (color.a < 0.01)
discard;
vec4 normal = (2.0 * texture2D(Palette, vec2(dot(x, NormalsMask), PaletteRows.y)) - 1.0);
vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
gl_FragColor = vec4(intensity * color.rgb, color.a);
}