45 lines
982 B
GLSL
45 lines
982 B
GLSL
#version 330
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uniform vec4 blackColor;
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uniform vec4 whiteColor;
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uniform int hasTexture0;
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uniform int debugShading;
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uniform int numTextureMaps;
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uniform sampler2D textures0;
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uniform sampler2D uvTestPattern;
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in vec2 uv0;
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in vec4 vertexColor0;
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out vec4 fragColor;
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void main()
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{
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vec4 textureMap0 = vec4(1);
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vec4 textureMap1 = vec4(1);
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vec4 textureMap2 = vec4(1);
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if (numTextureMaps > 0)
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{
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if (hasTexture0 == 1)
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textureMap0 = texture2D(textures0, uv0);
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}
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if (debugShading == 0)
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{
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vec4 colorBlend = textureMap0 * whiteColor;
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vec3 blackBlend = (vec3(1) - textureMap0.rgb) + blackColor.rgb;
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fragColor = vertexColor0 * colorBlend;
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}
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else if (debugShading == 5)
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fragColor = vec4(textureMap0.rgb, 1);
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else if (debugShading == 1)
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fragColor = vertexColor0;
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else if (debugShading == 2)
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fragColor = whiteColor;
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else if (debugShading == 3)
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fragColor = blackColor;
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else if (debugShading == 4)
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fragColor = texture2D(uvTestPattern, uv0);
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} |