Transformed "Encoded shaders" into "Encoded Resources"

Former-commit-id: ead4cc9bb162d2f9e5c08756575e84f3a9056679
This commit is contained in:
Lynix
2013-09-20 16:20:51 +02:00
parent 693aec36c3
commit 197bddb6ba
51 changed files with 117 additions and 90 deletions

View File

@@ -0,0 +1,32 @@
#if FLAG_DEFERRED
#error Deferred Shading needs core profile
#endif
/********************Entrant********************/
varying vec2 vTexCoord;
/********************Uniformes********************/
uniform sampler2D MaterialAlphaMap;
uniform float MaterialAlphaThreshold;
uniform vec4 MaterialDiffuse;
uniform sampler2D MaterialDiffuseMap;
/********************Fonctions********************/
void main()
{
vec4 fragmentColor = MaterialDiffuse;
#if DIFFUSE_MAPPING
fragmentColor *= texture2D(MaterialDiffuseMap, vTexCoord);
#endif
#if ALPHA_MAPPING
fragmentColor.a *= texture2D(MaterialAlphaMap, vTexCoord).r;
#endif
#if ALPHA_TEST
if (fragmentColor.a < MaterialAlphaThreshold)
discard;
#endif
gl_FragColor = fragmentColor;
}