43 lines
750 B
GLSL
43 lines
750 B
GLSL
#define _Instancing
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#define _Skinning
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#extension GL_EXT_draw_buffers : require
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#ifdef GL_ES
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precision mediump float;
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#endif
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#ifdef _NormalMapping
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#define _Texturing
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#endif
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#ifdef _Texturing
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uniform sampler2D stex;
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#endif
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uniform sampler2D shadowMap;
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#ifdef _NormalMapping
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uniform sampler2D normalMap;
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#endif
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uniform bool lighting;
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uniform bool receiveShadow;
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uniform float roughness;
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varying vec3 position;
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#ifdef _Texturing
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varying vec2 texCoord;
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#endif
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varying vec3 normal;
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varying vec4 lPos;
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varying vec4 matColor;
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varying vec3 lightDir;
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varying vec3 eyeDir;
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void kore() {
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gl_FragData[0] = vec4(position.xyz, 0);
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gl_FragData[1] = vec4(normal.xyz, 0);
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#ifdef _Texturing
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gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
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#endif
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}
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