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e3051f90ae
* small shader optimizations * revert camera invert
31 lines
739 B
GLSL
31 lines
739 B
GLSL
#version 430 core
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out vec4 color;
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in vec4 fragment_color;
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in vec3 tex_coord;
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uniform float color_mult;
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uniform float alpha_mult;
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uniform vec4 fog_color;
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uniform int bucket;
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in float fog;
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uniform sampler2D tex_T0;
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void main() {
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vec4 T0 = texture(tex_T0, tex_coord.xy / tex_coord.z);
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if (bucket == 0) {
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color.rgb = fragment_color.rgb * T0.rgb;
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color.a = fragment_color.a;
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color.rgb = mix(color.rgb, fog_color.rgb, clamp(fog_color.a * fog, 0, 1));
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} else if (bucket == 1 || bucket == 2 || bucket == 4) {
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color = fragment_color * T0;
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} else if (bucket == 3) {
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color = fragment_color * T0;
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color.rgb = mix(color.rgb, fog_color.rgb, clamp(fog_color.a * fog, 0, 1));
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}
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}
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