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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
30 lines
750 B
GLSL
30 lines
750 B
GLSL
#include "flywheel:api/material.glsl"
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#include "flywheel:api/common.glsl"
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/*const*/ vec4 flw_vertexPos;
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/*const*/ vec4 flw_vertexColor;
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/*const*/ vec2 flw_vertexTexCoord;
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/*const*/ ivec2 flw_vertexOverlay;
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/*const*/ vec2 flw_vertexLight;
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/*const*/ vec3 flw_vertexNormal;
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/*const*/ FlwMaterial flw_material;
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/*const*/ vec4 flw_sampleColor;
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/*const*/ float flw_distance;
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vec4 flw_fragColor;
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ivec2 flw_fragOverlay;
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vec2 flw_fragLight;
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// To be implemented by the material fragment shader.
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void flw_materialFragment();
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// To be implement by fog shaders.
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vec4 flw_fogFilter(vec4 color);
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// To be implemented by discard shaders.
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bool flw_discardPredicate(vec4 finalColor);
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sampler2D flw_diffuseTex;
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sampler2D flw_overlayTex;
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sampler2D flw_lightTex;
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