32 lines
1009 B
GLSL
32 lines
1009 B
GLSL
#version 430
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//Dicksdickdickdickssssss
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uniform vec3 La;
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layout (binding=0) uniform sampler2D DiffuseTexture;
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layout (binding=1) uniform sampler2D LightingTexture;
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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 frag_Diffuse;
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void main()
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{
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vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
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vec4 LightingTexel = texture(LightingTexture, 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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//frag_Diffuse = vec4(LightingTexel.rgb, 0.0);
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//frag_Diffuse = DiffuseTexel * ((vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
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frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
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//frag_Diffuse = LightingTexel;
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//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
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} |