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36 lines
723 B
GLSL
36 lines
723 B
GLSL
#version 460
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in vec2 tc;
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in vec3 normal;
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in vec3 vert_pos;
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flat in int tex_layer;
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out vec4 color;
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layout (binding = 0) uniform sampler2DArray samp;
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uniform float ambientStrength;
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uniform vec3 sunlightColor;
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uniform vec3 sunlightDir;
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void main(void) {
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vec4 objectColor = texture(samp, vec3(tc, tex_layer));
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if (objectColor.a < 0.8) {
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discard;
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}
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vec3 lightDir = normalize(-sunlightDir);
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vec3 ambient = ambientStrength * sunlightColor;
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vec3 norm = normalize(normal);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * sunlightColor;
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color = vec4((ambient + diffuse) * objectColor.rgb, objectColor.a);
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//color = varyingColor;
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}
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