[vulkan] Mix turb full-brights into main color

I'd forgotten (when doing the original brush texture loader) that
turbulent surfaces were unlit and thus always full-bright, then never
wrote the turb shader to take care of it. The best solution seems to be
to just mix the two colors in the shader as it will allow turb surfaces
to be lit in the future (probably with severely limited light counts due
to being a forward renderer).
This commit is contained in:
Bill Currie 2021-12-09 00:28:57 +09:00
parent d5b824a47c
commit 8c5c39cbe4

View file

@ -48,7 +48,9 @@ main (void)
vec4 c = vec4 (0);
vec4 e;
vec3 t_st = vec3 (warp_st (tl_st.xy, time), 0);
vec3 e_st = vec3 (warp_st (tl_st.xy, time), 1);
c = texture (sampler2DArray (textures[texind], samp), t_st);
frag_color = c;//fogBlend (c);
e = texture (sampler2DArray (textures[texind], samp), e_st);
frag_color = c + e;//fogBlend (c);
}