16 lines
488 B
GLSL
16 lines
488 B
GLSL
#version 150
|
|
|
|
uniform sampler2D t0, tg1, ts;
|
|
|
|
void main(void) {
|
|
ivec2 tc = ivec2(gl_FragCoord.xy);
|
|
vec4 v0 = texelFetch(t0, tc, 0), vg1 = texelFetch(tg1, tc, 0), vs = texelFetch(ts, tc, 0);
|
|
float rad;
|
|
float coeff = clamp(modf(v0.w, rad) * 1.1, 0., 1.);
|
|
float reflectivity = 0.;
|
|
float specularity = modf(vg1.w, reflectivity);
|
|
reflectivity = clamp(reflectivity / 100., 0., 1.);
|
|
qgl_FragData[0].rgb = mix(vs.rgb, v0.rgb, coeff * reflectivity);
|
|
//qgl_FragData[0].rgb = vec3(v0.w);
|
|
}
|