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fgdata/Shaders/ambient.frag
2012-04-04 22:31:40 +02:00

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543 B
GLSL

uniform sampler2D color_tex;
//uniform sampler2D ao_tex;
uniform sampler2D normal_tex;
uniform sampler2D spec_emis_tex;
uniform vec4 fg_SunAmbientColor;
void main() {
vec2 coords = gl_TexCoord[0].xy;
float initialized = texture2D( spec_emis_tex, coords ).a;
if ( initialized < 0.1 )
discard;
vec3 tcolor = texture2D( color_tex, coords ).rgb;
// float ao = texture2D( ao_tex, coords ).r;
// gl_FragColor = vec4(tcolor*fg_SunAmbientColor.rgb*ao, 1.0);
gl_FragColor = vec4(tcolor*fg_SunAmbientColor.rgb, 1.0);
}