ObjToSchematic/shaders/ao_fragment.fs

33 lines
878 B
GLSL

precision mediump float;
uniform sampler2D u_texture;
varying float v_lighting;
varying vec4 v_occlusion;
varying vec2 v_texcoord;
varying vec2 v_blockTexcoord;
void main() {
float u = v_texcoord.x;
float v = v_texcoord.y;
float a = v_occlusion.x;
float b = v_occlusion.y;
float c = v_occlusion.z;
float d = v_occlusion.w;
float g = v*(u*b + (1.0-u)*d) + (1.0-v)*(u*a + (1.0-u)*c);
//vec3 diffuse = texture2D(u_texture, v_texcoord).rgb;
//vec3 diffuse = v_colour;
vec2 tex = v_blockTexcoord + (v_texcoord / (16.0 * 3.0));
vec3 diffuse = texture2D(u_texture, tex).rgb;
//vec3 diffuse = vec3(1.0, 1.0, 1.0);
gl_FragColor = vec4(diffuse * (v_lighting * g), 1.0);
//gl_FragColor = vec4(vec3(v_lighting * g), 1.0);
//gl_FragColor = vec4(v_colour.xyz * g, 1.0);
//gl_FragColor = vec4(v_colour.xyz, 1.0);
//gl_FragColor = vec4(vec3(g), 1.0);
}