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#version 330 core
out vec4 fragColor;
in vec2 uv;
uniform sampler2D color;
uniform sampler2D normal;
uniform sampler2D addColor;
uniform sampler2D light;
uniform sampler2D depthStencil;
uniform float dayTime;
uniform int renderBuff;
void main() {
vec4 c = texture(color, uv);
vec4 n = texture(normal, uv);
vec4 ac = texture(addColor, uv);
vec4 l = texture(light, uv);
float d = 1.0f - texture(depthStencil, uv).r;
float faceLight = l.r;
float skyLight = l.g;
float lightLevel = clamp(faceLight + skyLight * dayTime, 0.2f, 1.0f);
vec3 faceColor = mix(ac.rgb * lightLevel, vec3(1,1,1) * lightLevel, float(ac.rgb == vec3(0,0,0)));
vec4 finalColor = vec4(c.rgb * faceColor, 1.0f);
switch(renderBuff) {
case 0:
fragColor = finalColor;
break;
case 1:
fragColor = c;
break;
case 2:
fragColor = n;
break;
case 3:
fragColor = ac;
break;
case 4:
fragColor = l;
break;
case 5:
fragColor = vec4(d, d, d, 1.0f);
break;
}
}
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