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

75 lines
1.5 KiB
GLSL

#version 330
in vec3 normal;
in vec3 color;
in vec3 position;
uniform vec3 difLightDirection;
uniform vec3 difLightColor;
uniform vec3 ambLightColor;
uniform int colorOverride;
uniform int renderType;
uniform int renderVertColor;
uniform mat4 modelview;
out vec4 FragColor;
//inspired by blender checker texture node
float checker(vec3 p)
{
p.x = (p.x + 0.000001) * 0.999999;
p.y = (p.y + 0.000001) * 0.999999;
p.z = (p.z + 0.000001) * 0.999999;
int xi = int(round(abs(p.x)));
int yi = int(round(abs(p.y)));
int zi = int(round(abs(p.z)));
if (mod(yi,2)==0) {
if(mod(xi,2) != mod(zi,2))
return 1;
else
return 0.5;
}
else {
if (mod(xi,2) == mod(zi,2))
return 1;
else
return 0.5;
}
}
void main()
{
if (colorOverride == 1)
{
// Wireframe color.
if (renderVertColor == 1)
{
FragColor = vec4(color, 1);
}
else
{
FragColor = vec4(1);
}
return;
}
vec3 displayNormal = (normal.xyz * 0.5) + 0.5;
if(renderType == 0){ //default
float shading = max(displayNormal.y,0.5);
FragColor = vec4(vec3(1,1,1)*shading*checker(position*0.015625), 1);
}
else if (renderType == 1) // normals color
FragColor = vec4(displayNormal.rgb,1);
else if (renderType == 2) // shading
FragColor = vec4(vec3(1,1,1) * max(displayNormal.y,0.5), 1);
else if (renderType == 3) // diffuse
FragColor = vec4(vec3(1,1,1)*checker(position*0.015625), 1);
else
FragColor = vec4 (0,0,0,1);
}