Switch-Toolbox/Toolbox/Shader/Bcres/BCRES.frag

66 lines
1.2 KiB
GLSL

#version 330
in vec3 normal;
in vec4 color;
in vec3 position;
in vec2 f_texcoord0;
in vec2 f_texcoord1;
in vec2 f_texcoord2;
in vec2 f_texcoord3;
in vec3 boneWeightsColored;
uniform vec3 difLightDirection;
uniform vec3 difLightColor;
uniform vec3 ambLightColor;
uniform int colorOverride;
uniform int renderType;
uniform int renderVertColor;
uniform mat4 modelview;
uniform int HasDiffuse;
uniform sampler2D DiffuseMap;
out vec4 FragColor;
void main()
{
if (colorOverride == 1)
{
// Wireframe color.
if (renderVertColor == 1)
{
FragColor = color;
}
else
{
FragColor = vec4(1);
}
return;
}
// Diffuse lighting.
float halfLambert = dot(difLightDirection, normal) * 0.5 + 0.5;
vec4 diffuseMapColor = vec4(texture(DiffuseMap, f_texcoord0).rgb, 1);
diffuseMapColor *= halfLambert;
FragColor = vec4(0);
FragColor.rgb += diffuseMapColor.rgb;
if (renderVertColor == 1)
FragColor *= min(color, vec4(1));
FragColor.rgb *= min(boneWeightsColored, vec3(1));
vec3 displayNormal = (normal.xyz * 0.5) + 0.5;
if (renderType == 1) // normals color
FragColor = vec4(displayNormal.rgb,1);
}