split render pipelines
This commit is contained in:
@@ -37,18 +37,17 @@ void main() {
|
||||
|
||||
for (int i = 0; i < BLUR_SAMPLES; i++) {
|
||||
shadow += texture(u_shadows, projCoords.xyz + vec3(
|
||||
-0.002*(i%2==0?1:0)*i/BLUR_SAMPLES,
|
||||
-0.002*(i%2==0?0:1)*i/BLUR_SAMPLES,
|
||||
-0.002*(i%2==0?1:0)*i/BLUR_SAMPLES / 4.0,
|
||||
-0.002*(i%2==0?0:1)*i/BLUR_SAMPLES / 4.0,
|
||||
-0.0005 * i/BLUR_SAMPLES));
|
||||
}
|
||||
shadow /= BLUR_SAMPLES;
|
||||
shadow += 0.5;
|
||||
shadow = shadow * 0.7 + 0.3;
|
||||
shadow = shadow * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
vec3 fogColor = texture(u_cubemap, a_dir).rgb;
|
||||
vec4 tex_color = texture(u_texture0, a_texCoord);
|
||||
float alpha = a_color.a * tex_color.a;
|
||||
vec4 texColor = texture(u_texture0, a_texCoord);
|
||||
float alpha = a_color.a * texColor.a;
|
||||
if (u_alphaClip) {
|
||||
if (alpha < 0.2f)
|
||||
discard;
|
||||
@@ -58,12 +57,13 @@ void main() {
|
||||
discard;
|
||||
}
|
||||
if (u_debugLights)
|
||||
tex_color.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0);
|
||||
texColor.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0);
|
||||
else if (u_debugNormals) {
|
||||
tex_color.rgb *= a_normal * 0.5 + 0.5;
|
||||
texColor.rgb *= a_normal * 0.5 + 0.5;
|
||||
}
|
||||
f_color = mix(a_color * tex_color, vec4(fogColor,1.0), a_fog);
|
||||
f_color = a_color * texColor;
|
||||
f_color.rgb *= shadow;
|
||||
f_color = mix(f_color, vec4(fogColor,1.0), a_fog);
|
||||
f_color.a = alpha;
|
||||
f_position = vec4(a_position, 1.0);
|
||||
f_normal = vec4(a_normal, 1.0);
|
||||
|
||||
Reference in New Issue
Block a user