47 lines
665 B
GLSL
47 lines
665 B
GLSL
#version 330 core
|
|
|
|
noperspective in vec2 UV;
|
|
|
|
in vec3 AMBIENT;
|
|
in vec3 DIFFUSE;
|
|
in vec3 SPECULAR;
|
|
flat in float kill;
|
|
|
|
out vec4 FragColor;
|
|
|
|
struct Material {
|
|
sampler2D tex;
|
|
bool usesTex;
|
|
|
|
vec3 ambient;
|
|
vec3 diffuse;
|
|
vec3 specular;
|
|
int shininess;
|
|
|
|
float alphaScissor;
|
|
bool unshaded;
|
|
bool cullBack;
|
|
};
|
|
|
|
uniform Material material;
|
|
|
|
void main() {
|
|
FragColor = vec4(AMBIENT + DIFFUSE + SPECULAR, 1.0);
|
|
|
|
if (material.usesTex) {
|
|
FragColor *= texture(material.tex, UV);
|
|
}
|
|
|
|
if (FragColor.w < material.alphaScissor) {
|
|
discard;
|
|
}
|
|
|
|
if (material.cullBack && !gl_FrontFacing) {
|
|
discard;
|
|
}
|
|
|
|
if (kill == 1.0) {
|
|
discard;
|
|
}
|
|
}
|