27 lines
359 B
GLSL
27 lines
359 B
GLSL
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#version 420 core
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out vec4 color;
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in vec2 v_textureUV;
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in float v_ao;
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layout(binding = 0) uniform sampler2D u_texture;
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uniform int u_ao;
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void main()
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{
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color.rgba = texture2D(u_texture, v_textureUV).rgba;
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float ambiendPart = 0.3;
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if(u_ao == 0){ambiendPart = 0;}
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float light = (v_ao * ambiendPart) + (1.0 - ambiendPart);
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color.rgb *= light;
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}
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