summaryrefslogtreecommitdiff
path: root/gfx/gl/shaders/basicShader.fs
diff options
context:
space:
mode:
Diffstat (limited to 'gfx/gl/shaders/basicShader.fs')
-rw-r--r--gfx/gl/shaders/basicShader.fs31
1 files changed, 19 insertions, 12 deletions
diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs
index 24b2791..8a72e6d 100644
--- a/gfx/gl/shaders/basicShader.fs
+++ b/gfx/gl/shaders/basicShader.fs
@@ -1,22 +1,29 @@
#version 330 core
+#extension GL_ARB_shading_language_420pack : enable
-in vec3 FragPos;
-in vec2 TexCoords;
-in vec3 Normal;
-in vec4 Colour;
+include(`materialInterface.glsl')
+include(`geometryOut.glsl')
-out vec4 gPosition;
-out vec4 gNormal;
-out vec4 gAlbedoSpec;
+layout(binding = 0) uniform sampler2D texture0;
+layout(binding = 1) uniform usampler2DRect material;
-uniform sampler2D texture0;
+vec4 getTextureColour(uint midx, vec2 uv)
+{
+ if (midx > 0u) {
+ const vec2 tSize = textureSize(texture0, 0);
+ const vec4 sPosSize = texture(material, uvec2(0, midx - 1u));
+ uv = (sPosSize.xy + sPosSize.zw * fract(uv)) / tSize;
+ }
+ return texture(texture0, uv);
+}
void
main()
{
- vec4 textureColour = texture(texture0, TexCoords);
- float clear = round(mix(textureColour.a, 1, Colour.a));
- gPosition = vec4(FragPos, clear);
- gNormal = vec4(Normal, clear);
+ vec4 textureColour = getTextureColour(Material, TexCoords);
+ float opaque = step(0.5, mix(textureColour.a, 1, Colour.a));
+ gPosition = vec4(FragPos, opaque);
+ gNormal = vec4(Normal, opaque);
+ gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque);
gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a);
}