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authorDan Goodliffe <dan@randomdan.homeip.net>2022-11-01 19:12:04 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-11-01 19:12:04 +0000
commit3b791f79bf53e481d053ea4516eedce8be3423bf (patch)
tree39817b0996eaa867c7f7abbc5dbd5cb706ecbaa5 /gfx/gl/shaders/basicShader.fs
parentSomewhat dirty but functional helper to save a texture (diff)
downloadilt-3b791f79bf53e481d053ea4516eedce8be3423bf.tar.bz2
ilt-3b791f79bf53e481d053ea4516eedce8be3423bf.tar.xz
ilt-3b791f79bf53e481d053ea4516eedce8be3423bf.zip
Switch to a deferred lighting based render pipeline
Tidy-up required.
Diffstat (limited to 'gfx/gl/shaders/basicShader.fs')
-rw-r--r--gfx/gl/shaders/basicShader.fs23
1 files changed, 14 insertions, 9 deletions
diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs
index 0bd42b4..9c4945b 100644
--- a/gfx/gl/shaders/basicShader.fs
+++ b/gfx/gl/shaders/basicShader.fs
@@ -1,15 +1,20 @@
#version 330 core
-in vec2 texCoord0;
-in vec3 normal0;
+in vec3 FragPos;
+in vec2 TexCoords;
+in vec3 Normal;
-uniform sampler2D sampler;
-uniform vec3 lightDirection;
-uniform vec3 lightColor;
-uniform vec3 ambientColor;
+out vec4 gPosition;
+out vec4 gNormal;
+out vec4 gAlbedoSpec;
-void main()
+uniform sampler2D texture0;
+
+void
+main()
{
- gl_FragColor = texture(sampler, texCoord0);
- gl_FragColor.rgb *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0);
+ float clear = round(texture(texture0, TexCoords).a);
+ gPosition = vec4(FragPos, clear);
+ gNormal = vec4(Normal, clear);
+ gAlbedoSpec = texture(texture0, TexCoords);
}