blob: 395f3d1810e5c628a885c9410bf4b262e70f36d4 [file] [log] [blame]
#import "Common/ShaderLib/Texture.glsllib"
varying vec2 texCoord;
uniform sampler2D m_ColorMap;
void main(){
//Texture_GetColor(m_ColorMap, texCoord)
//vec4 color = texture2D(m_ColorMap, texCoord);
//color.rgb *= color.a;
//gl_FragColor = vec4(color.a);
#ifdef NORMAL_LATC
vec3 newNorm = vec3(texture2D(m_ColorMap, texCoord).ag, 0.0);
newNorm = Common_UnpackNormal(newNorm);
newNorm.b = sqrt(1.0 - (newNorm.x * newNorm.x) - (newNorm.y * newNorm.y));
newNorm = Common_PackNormal(newNorm);
gl_FragColor = vec4(newNorm, 1.0);
#elif defined(SHOW_ALPHA)
gl_FragColor = vec4(texture2D(m_ColorMap, texCoord).a);
#else
gl_FragColor = Texture_GetColor(m_ColorMap, texCoord);
#endif
#ifdef NORMALIZE
gl_FragColor = vec4(normalize(gl_FragColor.xyz), gl_FragColor.a);
#endif
}