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- #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));
- }
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