24 lines
632 B
GLSL
24 lines
632 B
GLSL
#version 430
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layout (binding=0) uniform sampler2D DiffuseTexture;
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in VertexData
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{
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vec3 Position;
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vec2 TextureCoord;
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} Input;
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out vec4 FragmentColor;
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void main()
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{
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vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
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//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
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//FragmentColor = DiffuseTexel;
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FragmentColor = DiffuseTexel;
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//FragmentColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightingTexel.rgb, 0.0)) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
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//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
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} |