mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-22 12:33:12 +00:00
96 lines
2.2 KiB
GLSL
96 lines
2.2 KiB
GLSL
#version 330
|
|
in vec3 normal;
|
|
in vec3 position;
|
|
in vec2 f_texcoord0;
|
|
in vec2 f_texcoord1;
|
|
in vec2 f_texcoord2;
|
|
in vec2 f_texcoord3;
|
|
in vec4 vertexColor;
|
|
in vec3 tangent;
|
|
|
|
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;
|
|
uniform sampler2D UVTestPattern;
|
|
|
|
out vec4 FragColor;
|
|
|
|
void main()
|
|
{
|
|
|
|
if (colorOverride == 1)
|
|
{
|
|
// Wireframe color.
|
|
|
|
if (renderVertColor == 1)
|
|
{
|
|
FragColor = vertexColor;
|
|
}
|
|
else
|
|
{
|
|
FragColor = vec4(1);
|
|
}
|
|
return;
|
|
}
|
|
|
|
vec3 N = normal;
|
|
|
|
// 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(vertexColor, vec4(1));
|
|
|
|
FragColor.rgb *= min(boneWeightsColored, vec3(1));
|
|
|
|
vec2 displayTexCoord = f_texcoord0;
|
|
|
|
vec3 displayNormal = (normal.xyz * 0.5) + 0.5;
|
|
if (renderType == 1) // normals color
|
|
FragColor = vec4(displayNormal.rgb,1);
|
|
else if (renderType == 2) // Lighting
|
|
{
|
|
float halfLambert = dot(difLightDirection, N) * 0.5 + 0.5;
|
|
FragColor = vec4(vec3(halfLambert), 1);
|
|
}
|
|
else if (renderType == 3) //DiffuseColor
|
|
FragColor = vec4(texture(DiffuseMap, displayTexCoord).rgb, 1);
|
|
else if (renderType == 5) // vertexColor
|
|
FragColor = vertexColor;
|
|
else if (renderType == 7) // uv coords
|
|
FragColor = vec4(displayTexCoord.x, displayTexCoord.y, 1, 1);
|
|
else if (renderType == 8) // uv test pattern
|
|
{
|
|
FragColor = vec4(texture(UVTestPattern, displayTexCoord).rgb, 1);
|
|
}
|
|
else if (renderType == 9) //Display tangents
|
|
{
|
|
vec3 displayTangent = (tangent * 0.5) + 0.5;
|
|
if (dot(tangent, vec3(1)) == 0)
|
|
displayTangent = vec3(0);
|
|
|
|
FragColor = vec4(displayTangent,1);
|
|
}
|
|
else if (renderType == 12)
|
|
{
|
|
FragColor.rgb = boneWeightsColored;
|
|
}
|
|
}
|