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#version 410 core
uniform sampler2D decalTex;
uniform sampler2D shadeTex;
uniform sampler2DShadow shadowTex;
uniform vec4 groundAmbientColor;
uniform mat4 shadowMatrix;
uniform vec4 shadowParams;
uniform float shadowDensity;
uniform float decalAlpha;
uniform float gammaExponent;
in vec4 vertexPos;
in vec2 texCoord0;
in vec2 texCoord1;
in vec4 baseColor; // only used by track parts
out vec4 fragColor;
void main() {
#ifdef HAVE_SHADOWS
vec4 vertexShadowPos = shadowMatrix * vertexPos;
float shadowCoeff = mix(1.0, textureProj(shadowTex, vertexShadowPos), shadowDensity);
#else
float shadowCoeff = 1.0;
#endif
vec4 shadeInt;
vec4 decalInt;
vec4 shadeCol;
#if (HAVE_SHADING_TEX == 1)
shadeInt = texture(shadeTex, texCoord1);
#else
shadeInt = vec4(1.0, 1.0, 1.0, 1.0);
#endif
decalInt = texture(decalTex, texCoord0);
shadeCol = mix(groundAmbientColor, shadeInt, shadowCoeff * shadeInt.a);
fragColor = decalInt * shadeCol;
fragColor.rgb = pow(fragColor.rgb, vec3(gammaExponent));
fragColor.a = decalInt.a * baseColor.a * decalAlpha;
}
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