37 lines
694 B
GLSL
37 lines
694 B
GLSL
#version 110
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varying vec2 f_texcoord0;
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varying vec2 f_texcoord1;
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varying vec2 f_texcoord2;
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varying vec2 f_texcoord3;
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varying vec3 objectPosition;
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varying vec3 normal;
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varying vec3 viewNormal;
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varying vec4 vertexColor;
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varying vec3 tangent;
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varying vec3 bitangent;
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varying vec3 boneWeightsColored;
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uniform sampler2D DiffuseMap;
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uniform int isTransparent;
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#define gamma 2.2
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void main()
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{
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vec4 fragColor = vec4(vec3(0), 1);
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vec4 diffuseMapColor = vec4(texture2D(DiffuseMap, f_texcoord0).rgb, 1);
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fragColor.rgb += diffuseMapColor.rgb;
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fragColor.a *= texture2D(DiffuseMap, f_texcoord0).a;
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if (isTransparent != 1)
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fragColor.a = 1.0;
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gl_FragColor = fragColor;
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}
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