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| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-02-26 18:04:06 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-02-28 13:41:37 +0000 |
| commit | 1e08193a1678675ac5869b76e8a2339f6de5b773 (patch) | |
| tree | c9a47be9f06f69a06be2f43d371a88e1c507669e /gfx/gl/shaders/billboardPainter.frag | |
| parent | Tidy the preFrame logic into a single function in SceneRenderer (diff) | |
| download | ilt-1e08193a1678675ac5869b76e8a2339f6de5b773.tar.bz2 ilt-1e08193a1678675ac5869b76e8a2339f6de5b773.tar.xz ilt-1e08193a1678675ac5869b76e8a2339f6de5b773.zip | |
Support for the BillboardPainter
Based on the ShadowStenciller, creates flattened images of a model for
simplified mass use in a scene.
Diffstat (limited to 'gfx/gl/shaders/billboardPainter.frag')
| -rw-r--r-- | gfx/gl/shaders/billboardPainter.frag | 22 |
1 files changed, 22 insertions, 0 deletions
diff --git a/gfx/gl/shaders/billboardPainter.frag b/gfx/gl/shaders/billboardPainter.frag new file mode 100644 index 0000000..354f2ab --- /dev/null +++ b/gfx/gl/shaders/billboardPainter.frag @@ -0,0 +1,22 @@ +#version 460 core + +layout(binding = 0) uniform sampler2D textureAlbedo; +layout(location = 0) out vec4 bNormal; +layout(location = 1) out vec4 bAlbedoSpec; + +include(`materialDetail.glsl') +include(`materialCommon.glsl') +in vec2 gTexCoords; +in vec3 gNormal; +in vec4 gColour; +flat in MaterialDetail gMaterial; + +void +main() +{ + vec4 textureColour = getTextureColour(gMaterial, gTexCoords); + float opaque = step(0.5, mix(textureColour.a, 1, gColour.a)); + bNormal = vec4(gNormal, opaque); + gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque); + bAlbedoSpec = mix(textureColour, vec4(gColour.rgb, 1), gColour.a); +} |
