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#version 330 core
in vec3 faceTextureUv;
in vec3 faceAddColor;
in vec3 faceNormal;
in vec2 faceLight;
in float faceAmbientOcclusion;
layout (location = 0) out vec4 color;
layout (location = 1) out vec4 normal;
layout (location = 2) out vec4 light;
uniform sampler2DArray textureAtlas;
void main() {
vec4 col = texture(textureAtlas, faceTextureUv);
if (col.a < 0.3)
discard;
color = vec4(col.rgb * faceAddColor.rgb, 1.0f);
normal = vec4(faceNormal, 1.0f);
light = vec4(faceLight / 15.0f, faceAmbientOcclusion, 1.0f);
}
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