#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 | |
} |