Working shadows, however ugly they are.
This commit is contained in:
@@ -5,6 +5,7 @@ uniform float Gamma;
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D LightingTexture;
|
||||
layout (binding=2) uniform sampler2D ShadowTexture;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
@@ -18,7 +19,11 @@ void main()
|
||||
{
|
||||
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
||||
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
|
||||
vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
|
||||
|
||||
|
||||
vec4 _FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel;
|
||||
FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
|
||||
//FragmentColor = ShadowTexel;
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user