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authorLaG1924 <lag1924@gmail.com>2021-11-21 09:56:28 +0100
committerLaG1924 <lag1924@gmail.com>2021-11-21 10:26:47 +0100
commitaafc423a7298b0fc595c0209480474dc50c277f0 (patch)
tree06549c939c99cfd8a6f3390362eea2a5c5b88b9e /cwd/assets/altcraft
parentFixed some broken graphics features (diff)
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Diffstat (limited to 'cwd/assets/altcraft')
-rw-r--r--cwd/assets/altcraft/shaders/frag/face.fs10
-rw-r--r--cwd/assets/altcraft/shaders/frag/light.fs16
-rw-r--r--cwd/assets/altcraft/shaders/vert/light.vs11
3 files changed, 33 insertions, 4 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs
index 30d44d2..0eb5a21 100644
--- a/cwd/assets/altcraft/shaders/frag/face.fs
+++ b/cwd/assets/altcraft/shaders/frag/face.fs
@@ -5,14 +5,16 @@ in VS_OUT {
vec3 Color;
} fs_in;
-out vec4 fragColor;
+layout (location = 0) out vec4 color;
+layout (location = 1) out vec4 normal;
uniform sampler2DArray textureAtlas;
void main() {
- vec4 color = texture(textureAtlas,fs_in.Texture);
- if (color.a < 0.3)
+ vec4 col = texture(textureAtlas, fs_in.Texture);
+ if (col.a < 0.3)
discard;
- fragColor = vec4(color.rgb * fs_in.Color, 1.0);
+ color = vec4(col.rgb * fs_in.Color, 1.0f);
+ normal = vec4(1.0f - color.r, 1.0f - color.b, 1.0f, 1.0f);
}
diff --git a/cwd/assets/altcraft/shaders/frag/light.fs b/cwd/assets/altcraft/shaders/frag/light.fs
new file mode 100644
index 0000000..480e265
--- /dev/null
+++ b/cwd/assets/altcraft/shaders/frag/light.fs
@@ -0,0 +1,16 @@
+#version 330 core
+
+out vec4 fragColor;
+
+in vec2 uv;
+
+uniform sampler2D color;
+uniform sampler2D normal;
+uniform sampler2D depthStencil;
+
+void main() {
+ vec4 c = texture(color, uv);
+ vec4 n = texture(normal, uv);
+ float d = texture(depthStencil, uv).r;
+ fragColor = vec4(c.r, n.r, d - 0.3f, 1.0f);
+}
diff --git a/cwd/assets/altcraft/shaders/vert/light.vs b/cwd/assets/altcraft/shaders/vert/light.vs
new file mode 100644
index 0000000..f837ebe
--- /dev/null
+++ b/cwd/assets/altcraft/shaders/vert/light.vs
@@ -0,0 +1,11 @@
+#version 330 core
+
+in vec2 pos;
+in vec2 uvPos;
+
+out vec2 uv;
+
+void main() {
+ gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
+ uv = uvPos;
+}