#include "Uniforms.glsl" #include "Samplers.glsl" #include "Transform.glsl" #include "ScreenPos.glsl" varying vec2 vScreenPos; #ifdef COMPILEPS uniform vec4 cShadowAmbient; #endif void VS() { mat4 modelMatrix = iModelMatrix; vec3 worldPos = GetWorldPos(modelMatrix); gl_Position = GetClipPos(worldPos); vScreenPos = GetScreenPosPreDiv(gl_Position); } void PS() { vec4 diffInput = texture2D(sDiffMap, vScreenPos); vec4 lightInput = texture2D(sEmissiveMap, vScreenPos); gl_FragColor.rgb = (diffInput.rgb * (lightInput.rgb + cShadowAmbient.rgb) * (lightInput.a + cShadowAmbient.a)); }