37 lines
619 B
GLSL
37 lines
619 B
GLSL
#version 330
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in vec3 normal;
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in vec3 position;
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in vec2 f_texcoord0;
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in vec2 f_texcoord1;
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in vec2 f_texcoord2;
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in vec2 f_texcoord3;
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in vec4 vertexColor;
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in vec3 tangent;
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in vec3 boneWeightsColored;
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uniform vec3 difLightDirection;
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uniform vec3 difLightColor;
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uniform vec3 ambLightColor;
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uniform int colorOverride;
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uniform int renderType;
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uniform int renderVertColor;
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uniform mat4 modelview;
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uniform int HasDiffuse;
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uniform sampler2D DiffuseMap;
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uniform sampler2D UVTestPattern;
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out vec4 FragColor;
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void main()
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{
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vec3 displayNormal = (normal.xyz * 0.5) + 0.5;
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FragColor = vec4(displayNormal.rgb,1);
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}
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