mirror of
https://github.com/Jozufozu/Flywheel.git
synced 2024-11-14 14:33:57 +01:00
b7c8604898
- Expose light in the shader api - flw_light - for builtin smooth lighting, faster than can be implemented by materials alone - flw_lightFetch - for materials that want to go crazy, access to raw data
31 lines
750 B
GLSL
31 lines
750 B
GLSL
#include "flywheel:api/material.glsl"
|
|
#include "flywheel:api/common.glsl"
|
|
|
|
/*const*/ vec4 flw_vertexPos;
|
|
/*const*/ vec4 flw_vertexColor;
|
|
/*const*/ vec2 flw_vertexTexCoord;
|
|
/*const*/ ivec2 flw_vertexOverlay;
|
|
/*const*/ vec2 flw_vertexLight;
|
|
/*const*/ vec3 flw_vertexNormal;
|
|
|
|
/*const*/ FlwMaterial flw_material;
|
|
|
|
/*const*/ vec4 flw_sampleColor;
|
|
|
|
/*const*/ float flw_distance;
|
|
|
|
vec4 flw_fragColor;
|
|
ivec2 flw_fragOverlay;
|
|
vec2 flw_fragLight;
|
|
|
|
// To be implemented by the material fragment shader.
|
|
void flw_materialFragment();
|
|
// To be implement by fog shaders.
|
|
vec4 flw_fogFilter(vec4 color);
|
|
// To be implemented by discard shaders.
|
|
bool flw_discardPredicate(vec4 finalColor);
|
|
|
|
sampler2D flw_diffuseTex;
|
|
sampler2D flw_overlayTex;
|
|
sampler2D flw_lightTex;
|