From 26c60d5ace9b2a0667a930c4c92a3990a1d7d1dc Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 10 Aug 2024 18:01:13 +0100 Subject: 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. --- gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) (limited to 'gfx/gl/shaders/shadowDynamicPointInstWithTextures.fs') 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; -- cgit v1.2.3