Flywheel/docs/shader-api/fragment.glsl
PepperCode1 a4a2d6ba13 Sparse changes
- Add Model.boundingSphere()
- Fix MaterialRenderState not setting up polygon offset correctly
- Fix GlslSwitch using incorrect indentation for first and last line
- Tweak how instanced crumbling works
- Add CutoutShaders.ONE_TENTH
- Rename Contexts.WORLD to DEFAULT
- Rename Material.baseTexture() to texture
- Rename Transparency.LIGHTING to LIGHTNING
- Rename WriteMask.BOTH to COLOR_DEPTH
- Rename SimpleModel to SingleMeshModel and add new SimpleModel that
stores an arbitrary amount of meshes
- Remove flywheel:flywheel/api/* files and assume appropriate symbols
are automatically defined
- Rename many GLSL variables, functions, and constants
- Reorganize GLSL files
- Add NonExtendable annotation to some API classes
- Rename some Java classes, methods, fields, and variables
2023-12-06 22:00:31 -08:00

27 lines
656 B
GLSL

#include "flywheel:api/material.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.
vec4 flw_fogFilter(vec4 color);
bool flw_discardPredicate(vec4 finalColor);
void flw_materialFragment();
// To be implemented by the context shader.
void flw_beginFragment();
void flw_endFragment();