couch/shaders/flat.frag
2021-01-22 14:40:45 -06:00

39 lines
649 B
GLSL

#version 330 core
noperspective in vec2 UV;
in vec3 NORMAL;
flat in vec3 AMBIENT;
flat in vec3 DIFFUSE;
flat in vec3 SPECULAR;
out vec4 FragColor;
struct Material {
vec3 color;
bool usesColor;
sampler2D tex;
bool usesTex;
float alphaScissor;
bool unshaded;
};
uniform Material material;
void main() {
FragColor = vec4(0.0);
if (material.usesColor) {
FragColor += vec4(material.color, 1.0);
}
if (material.usesTex) {
FragColor += texture(material.tex, UV);
}
if (FragColor.w < material.alphaScissor) {
discard;
}
if (!material.unshaded) {
FragColor *= vec4(AMBIENT + DIFFUSE + SPECULAR, 1.0);
}
}