mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-30 15:52:09 +00:00
28 lines
672 B
GLSL
28 lines
672 B
GLSL
|
|
#include "layout_frag_scene.glsl"
|
|
#include "material.glsl"
|
|
|
|
void main()
|
|
{
|
|
#ifdef NO_CLIPDISTANCE_SUPPORT
|
|
if (ClipDistanceA.x < 0 || ClipDistanceA.y < 0 || ClipDistanceA.z < 0 || ClipDistanceA.w < 0 || ClipDistanceB.x < 0) discard;
|
|
#endif
|
|
|
|
Material material = CreateMaterial();
|
|
vec4 frag = material.Base;
|
|
|
|
#ifndef NO_ALPHATEST
|
|
if (frag.a <= uAlphaThreshold) discard;
|
|
#endif
|
|
|
|
// simple 2D (uses the fog color to add a color overlay)
|
|
|
|
frag = frag * ProcessLight(material, vColor);
|
|
frag.rgb = frag.rgb + uFogColor.rgb;
|
|
|
|
FragColor = frag;
|
|
#ifdef GBUFFER_PASS
|
|
FragFog = vec4(AmbientOcclusionColor(), 1.0);
|
|
FragNormal = vec4(vEyeNormal.xyz * 0.5 + 0.5, 1.0);
|
|
#endif
|
|
}
|