2012-04-04 21:39:46 +00:00
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#extension GL_EXT_gpu_shader4 : enable
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//
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// attachment 0: normal.x | normal.x | normal.y | normal.y
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// attachment 1: diffuse.r | diffuse.g | diffuse.b | material Id
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// attachment 2: specular.l | shininess | emission.l | unused
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//
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uniform int materialID;
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uniform sampler2D texture;
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void main() {
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vec4 texel = texture2D(texture, gl_TexCoord[0].st);
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if (texel.a < 0.1)
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discard;
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float specular = 0.0;
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float shininess = 0.1;
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float emission = 0.0;
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// Normal is straight towards the viewer.
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2012-04-09 16:06:01 +00:00
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vec3 normal2 = vec3(0.0, 0.0, 0.0);
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2012-04-04 21:39:46 +00:00
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gl_FragData[0] = vec4( 0.5, 0.5, 0.0, 1.0 );
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gl_FragData[1] = vec4( gl_Color.rgb * texel.rgb, float( materialID ) / 255.0 );
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gl_FragData[2] = vec4( specular, shininess / 255.0, emission, 1.0 );
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}
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