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-rw-r--r--cwd/assets/altcraft/shaders/frag/light.fs30
1 files changed, 26 insertions, 4 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/light.fs b/cwd/assets/altcraft/shaders/frag/light.fs
index 12ab841..6d05884 100644
--- a/cwd/assets/altcraft/shaders/frag/light.fs
+++ b/cwd/assets/altcraft/shaders/frag/light.fs
@@ -11,18 +11,40 @@ uniform sampler2D light;
uniform sampler2D depthStencil;
uniform float dayTime;
+uniform int renderBuff;
void main() {
vec4 c = texture(color, uv);
vec4 n = texture(normal, uv);
vec4 ac = texture(addColor, uv);
- vec4 an = texture(light, uv);
+ vec4 l = texture(light, uv);
float d = 1.0f - texture(depthStencil, uv).r;
- float faceLight = an.r;
- float skyLight = an.g;
+ float faceLight = l.r;
+ float skyLight = l.g;
float lightLevel = clamp(faceLight + skyLight * dayTime, 0.2f, 1.0f);
vec3 faceColor = mix(ac.rgb * lightLevel, vec3(1,1,1) * lightLevel, float(ac.rgb == vec3(0,0,0)));
- fragColor = vec4(c.rgb * faceColor, 1.0f);
+ vec4 finalColor = vec4(c.rgb * faceColor, 1.0f);
+
+ switch(renderBuff) {
+ case 0:
+ fragColor = finalColor;
+ break;
+ case 1:
+ fragColor = c;
+ break;
+ case 2:
+ fragColor = n;
+ break;
+ case 3:
+ fragColor = ac;
+ break;
+ case 4:
+ fragColor = l;
+ break;
+ case 5:
+ fragColor = vec4(d, d, d, 1.0f);
+ break;
+ }
}