/* This file is part of Daydream Engine. Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung Daydream Engine is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Daydream Engine is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with Daydream Engine. If not, see . */ #version 440 uniform vec3 La; layout (binding=0) uniform sampler2D DiffuseTexture; layout (binding=1) uniform sampler2D LightingTexture; in VertexData { vec3 Position; vec2 TextureCoord; } Input; out vec4 frag_Diffuse; void main() { vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord); vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord); //frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0))); //frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) + LightingTexel); //frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel); frag_Diffuse = DiffuseTexel + LightingTexel; //frag_Diffuse = DiffuseTexel; //frag_Diffuse = vec4(LightingTexel.r, LightingTexel.g, LightingTexel.b, 1.0); }