31 lines
562 B
GLSL
31 lines
562 B
GLSL
/**
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* @file diffuseF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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uniform float minimum_alpha;
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uniform float maximum_alpha;
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uniform sampler2D diffuseMap;
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varying vec3 vary_normal;
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void main()
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{
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vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
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if (col.a < minimum_alpha || col.a > maximum_alpha)
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{
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discard;
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}
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gl_FragData[0] = vec4(col.rgb, 0.0);
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gl_FragData[1] = vec4(0,0,0,0); // spec
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vec3 nvn = normalize(vary_normal);
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gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
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}
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