hoosiertransfer-mod/desktopRuntime/resources/assets/eagler/glsl/deferred/accel_particle_gbuffer.fsh

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2024-03-15 14:25:40 -05:00
#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision mediump float;
precision mediump sampler2D;
in vec2 v_texCoord2f;
in vec4 v_color4f;
in vec2 v_lightmap2f;
layout(location = 0) out vec4 gbufferColor4f;
layout(location = 1) out vec4 gbufferNormal4f;
layout(location = 2) out vec4 gbufferMaterial4f;
uniform sampler2D u_diffuseTexture;
uniform sampler2D u_samplerNormalMaterial;
uniform vec2 u_textureYScale2f;
void main() {
vec4 diffuseRGBA = texture(u_diffuseTexture, v_texCoord2f) * v_color4f;
if(diffuseRGBA.a < 0.004) {
discard;
}
gbufferColor4f = vec4(diffuseRGBA.rgb, v_lightmap2f.r);
gbufferNormal4f = vec4(0.5, 0.5, 1.0, v_lightmap2f.g);
gbufferMaterial4f = vec4(texture(u_samplerNormalMaterial, vec2(v_texCoord2f.x, v_texCoord2f.y * u_textureYScale2f.x + u_textureYScale2f.y)).rgb, 1.0);
}