mirror of https://github.com/axmolengine/axmol.git
50 lines
1.5 KiB
GLSL
50 lines
1.5 KiB
GLSL
#version 310 es
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precision highp float;
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precision highp int;
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#include "base.glsl"
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layout(location = TEXCOORD0) in vec2 v_texCoord;
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layout(location = NORMAL) in vec3 v_normal;
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layout(binding = 0) uniform sampler2D u_alphaMap;
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layout(binding = 1) uniform sampler2D u_tex0;
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layout(binding = 2) uniform sampler2D u_tex1;
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layout(binding = 3) uniform sampler2D u_tex2;
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layout(binding = 4) uniform sampler2D u_tex3;
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layout(binding = 5) uniform sampler2D u_lightMap;
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layout(std140) uniform fs_ub {
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int u_has_alpha;
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int u_has_light_map;
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vfloat_def(u_detailSize, 4);
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vec3 u_lightDir;
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};
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layout(location = SV_Target0) out vec4 FragColor;
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void main()
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{
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vec4 lightColor;
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if(u_has_light_map<=0)
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{
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lightColor = vec4(1.0,1.0,1.0,1.0);
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}
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else
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{
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lightColor = texture(u_lightMap,v_texCoord);
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}
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float lightFactor = dot(-u_lightDir,v_normal);
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if(u_has_alpha<=0)
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{
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FragColor = texture(u_tex0, v_texCoord)*lightColor*lightFactor;
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}
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else
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{
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vec4 blendFactor =texture(u_alphaMap,v_texCoord);
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vec4 color = vec4(0.0,0.0,0.0,0.0);
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color = texture(u_tex0, v_texCoord*vfloat_at(u_detailSize, 0))*blendFactor.r +
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texture(u_tex1, v_texCoord*vfloat_at(u_detailSize, 1))*blendFactor.g + texture(u_tex2, v_texCoord*vfloat_at(u_detailSize, 2))*blendFactor.b
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+ texture(u_tex3, v_texCoord*vfloat_at(u_detailSize, 3))*(1.0 - blendFactor.a);
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FragColor = vec4(color.rgb*lightColor.rgb*lightFactor, 1.0);
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}
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}
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