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-rwxr-xr-xres/shaders/simple_shader.frag14
-rwxr-xr-xres/shaders/simple_shader.vert4
2 files changed, 4 insertions, 14 deletions
diff --git a/res/shaders/simple_shader.frag b/res/shaders/simple_shader.frag
index f3e629b..1ea39c7 100755
--- a/res/shaders/simple_shader.frag
+++ b/res/shaders/simple_shader.frag
@@ -1,23 +1,13 @@
#version 450
-layout (location = 0) in vec3 fragColor;
+layout (location = 0) in float fragLight;
layout (location = 1) in vec2 fragUv;
layout (location = 2) in flat int fragTex;
layout (location = 0) out vec4 outColor;
-layout (binding = 0) uniform GlobalUbo {
- mat4 projectionViewMatrix;
- vec3 directionToLight;
-} ubo;
-
layout (binding = 1) uniform sampler2D texSampler[3];
-layout(push_constant) uniform Push {
- mat4 transform;
- mat4 normalMatrix;
-} push;
-
void main() {
- outColor = mix(texture(texSampler[fragTex], fragUv), vec4(fragColor, 1.0), .1);
+ outColor = texture(texSampler[fragTex], fragUv) + fragLight;
} \ No newline at end of file
diff --git a/res/shaders/simple_shader.vert b/res/shaders/simple_shader.vert
index 3887c4a..33504ff 100755
--- a/res/shaders/simple_shader.vert
+++ b/res/shaders/simple_shader.vert
@@ -5,7 +5,7 @@ layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 uv;
layout (location = 3) in int tex;
-layout (location = 0) out vec3 fragColor;
+layout (location = 0) out float fragLight;
layout (location = 1) out vec2 fragUv;
layout (location = 2) out int fragTex;
@@ -28,7 +28,7 @@ void main() {
float lightIntensity = AMBIENT + max(dot(normalWorldSpace, ubo.directionToLight), 0);
- fragColor = lightIntensity * vec3(1);
+ fragLight = lightIntensity / 5;
fragUv = uv;
fragTex = tex;
} \ No newline at end of file