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ps/trunk/binaries/data/mods/public/shaders/glsl/model_waterfall.fs
Show All 32 Lines | void main() | ||||
vec3 specular = sunColor * specularColor * pow(max(0.0, dot(normalize(v_normal), v_half)), specularPower); | vec3 specular = sunColor * specularColor * pow(max(0.0, dot(normalize(v_normal), v_half)), specularPower); | ||||
vec3 color = (texdiffuse.rgb * v_lighting + specular) * getShadowOnLandscape(); | vec3 color = (texdiffuse.rgb * v_lighting + specular) * getShadowOnLandscape(); | ||||
color += texdiffuse.rgb * ambient; | color += texdiffuse.rgb * ambient; | ||||
color *= getLOS(); | color *= getLOS(); | ||||
gl_FragColor.rgb = applyDebugColor(color, 1.0); | gl_FragColor = vec4(applyDebugColor(color, 1.0, texdiffuse.a, 0.0), texdiffuse.a); | ||||
gl_FragColor.a = texdiffuse.a; | |||||
} | } |
Wildfire Games · Phabricator