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authorDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 02:51:16 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 02:51:16 +0000
commitbc0958cc863083b4082161bf12456fdf28ab1c77 (patch)
treef970782f232d86325f14a36b83125791f24335af /gfx/gl/shaders/material.frag
parentInitial commit using tesselation shader to create curves (diff)
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Rename shader source in keeping with glsl expectations
Swaps name/type of generated files to match class names and source files.
Diffstat (limited to 'gfx/gl/shaders/material.frag')
-rw-r--r--gfx/gl/shaders/material.frag18
1 files changed, 18 insertions, 0 deletions
diff --git a/gfx/gl/shaders/material.frag b/gfx/gl/shaders/material.frag
new file mode 100644
index 0000000..18a3169
--- /dev/null
+++ b/gfx/gl/shaders/material.frag
@@ -0,0 +1,18 @@
+#version 460 core
+
+layout(binding = 0) uniform sampler2D textureAlbedo;
+
+include(`materialInterface.glsl')
+include(`materialOut.glsl')
+include(`materialCommon.glsl')
+
+void
+main()
+{
+ vec4 textureColour = getTextureColour(Material, TexCoords);
+ float opaque = step(0.5, mix(textureColour.a, 1, Colour.a));
+ gPosition = ivec4(FragPos, opaque);
+ gNormal = vec4(Normal, opaque);
+ gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque);
+ gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a);
+}