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-rw-r--r--cwd/assets/altcraft/shaders/vert/face.vs24
1 files changed, 11 insertions, 13 deletions
diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs
index 21f7110..ac92831 100644
--- a/cwd/assets/altcraft/shaders/vert/face.vs
+++ b/cwd/assets/altcraft/shaders/vert/face.vs
@@ -8,23 +8,21 @@ in float animation;
in vec3 color;
in vec2 light;
-out VS_OUT {
- vec3 Texture;
- vec3 Color;
- vec3 faceNormal;
-} vs_out;
+out vec3 faceTexture;
+out vec3 faceNormal;
+out vec3 faceAddColor;
+out vec2 faceLight;
-uniform float GlobalTime;
uniform mat4 projView;
-uniform float DayTime;
-uniform float MinLightLevel;
+uniform float GlobalTime;
void main() {
gl_Position = projView * vec4(position[gl_VertexID], 1.0f);
- vs_out.Texture = vec3(uv[gl_VertexID], uvLayer);
- vs_out.Texture.y -= (uv[2].y - uv[0].y) * trunc(mod(GlobalTime * 4.0f, animation));
- float faceLight = clamp(light.x / 15.0 + (light.y / 15.0) * DayTime, MinLightLevel, 1.0);
- vs_out.Color = mix(color.rgb * faceLight, vec3(1,1,1) * faceLight, float(color == vec3(0,0,0)));
- vs_out.faceNormal = normal;
+ faceTexture = vec3(uv[gl_VertexID], uvLayer);
+ faceTexture.y -= (uv[2].y - uv[0].y) * trunc(mod(GlobalTime * 4.0f, animation));
+
+ faceNormal = normal;
+ faceAddColor = color;
+ faceLight = light;
}