1
0
mirror of synced 2024-11-15 03:27:38 +01:00
Switch-Toolbox/Toolbox/Shader/MKAGPDX/MKAGPDX_Model.frag
2019-06-19 14:57:59 -04:00

37 lines
619 B
GLSL

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