gzdoom/wadsrc/static/shaders/scene/frag_surface.glsl

24 lines
541 B
GLSL

#include "shaders/scene/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
frag = getLightColor(material);
FragColor = frag;
#ifdef GBUFFER_PASS
FragFog = vec4(AmbientOcclusionColor(), 1.0);
FragNormal = vec4(vEyeNormal.xyz * 0.5 + 0.5, 1.0);
#endif
}