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fgdata/Shaders/deferred-tree.frag

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