add entities renderer tint support

This commit is contained in:
MihailRis
2024-07-20 19:35:43 +03:00
parent fba0bca0dc
commit 0c4cdeaa87
6 changed files with 62 additions and 42 deletions
+3 -4
View File
@@ -3,8 +3,7 @@
layout (location = 0) in vec3 v_position;
layout (location = 1) in vec2 v_texCoord;
layout (location = 2) in vec3 v_color;
layout (location = 3) in vec3 v_normal;
layout (location = 4) in float v_light;
layout (location = 3) in float v_light;
out vec4 a_color;
out vec2 a_texCoord;
@@ -31,12 +30,12 @@ void main() {
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
u_torchlightDistance);
light += torchlight * u_torchlightColor;
a_color = vec4(pow(light, vec3(u_gamma)) * v_normal,1.0f);
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
a_texCoord = v_texCoord;
a_dir = modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_cubemap);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a) * v_color;
a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
gl_Position = u_proj * u_view * modelpos;
}