armory/compiled/Shaders/attrib_pass_Skinning_Texturing_VCols.frag.glsl
2016-01-11 13:07:44 +01:00

44 lines
764 B
GLSL

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