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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-08-10 18:01:13 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-08-10 18:10:04 +0100 |
commit | 26c60d5ace9b2a0667a930c4c92a3990a1d7d1dc (patch) | |
tree | 7244d9e1902d2a2c90ad2e92e00ea53343c288cf /gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs | |
parent | Pull material detail function into a common file (diff) | |
download | ilt-26c60d5ace9b2a0667a930c4c92a3990a1d7d1dc.tar.bz2 ilt-26c60d5ace9b2a0667a930c4c92a3990a1d7d1dc.tar.xz ilt-26c60d5ace9b2a0667a930c4c92a3990a1d7d1dc.zip |
Fix texture usage via materials in shadows
This is a mess of a commit much like the shader folder, need a better way of dealing
with them.
Diffstat (limited to 'gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs')
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs index 90519e3..47ce9c0 100644 --- a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs +++ b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs @@ -1,14 +1,18 @@ #version 330 core #extension GL_ARB_shading_language_420pack : enable -layout(binding = 3) uniform sampler2D texture0; +layout(binding = 3) uniform sampler2D textureAlbedo; + +include(`materialInterface.glsl') +include(`materialCommon.glsl') in vec2 texCoord; +flat in MaterialDetail material; void main() { - if (texture(texture0, texCoord).a < 0.5) { + if (getTextureColour(material, texCoord).a < 0.5) { discard; } gl_FragDepth = gl_FragCoord.z; |