2023-12-25 18:47:55 +01:00

28 lines
541 B
GLSL

#version 330 core
in vec2 v_texcoord;
in vec3 v_fragpos;
in vec3 v_normal;
uniform sampler2D u_tex;
uniform vec2 u_xz_mult;
layout (location = 0) out vec4 o_color;
layout (location = 1) out vec4 o_normal;
void main() {
vec2 tc = v_fragpos.xz * u_xz_mult.x;
vec4 color_xz = texture(u_tex, tc);
// vec4 object_color_4 = mix(color_xz1, color_xz2, color_mask.a);
// if (object_color_4.a < 0.5) discard;
vec3 object_color = color_xz.rgb;
o_color = vec4(object_color, 1.0);
o_normal = vec4(v_normal, 1.0);
}