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23 lines
504 B
GLSL
23 lines
504 B
GLSL
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#version 440 core
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in vec2 TexCoords;
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in vec4 Color;
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in float Diffuse;
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in vec3 BoxCoord;
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out vec4 fragColor;
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layout(binding=0) uniform sampler2D BlockAtlas;
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layout(binding=1) uniform sampler2D LightMap;
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layout(binding=4) uniform sampler3D LightVolume;
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vec4 light() {
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vec2 lm = texture(LightVolume, BoxCoord).rg * 0.9375 + 0.03125;
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return texture2D(LightMap, lm);
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}
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void main() {
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vec4 tex = texture2D(BlockAtlas, TexCoords);
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fragColor = vec4(tex.rgb * light().rgb * Diffuse, tex.a);
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}
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