gzdoom/wadsrc/static/shaders/scene/frag_2d.glsl
2023-09-25 21:18:57 +02:00

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
}