15 lines
431 B
GLSL
15 lines
431 B
GLSL
// RGB subpixel filter for Ammo LEDs
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// GRIDSZ = how many subpixels are in the texture (for layouts where subpixel patterns alternate)
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#ifndef GRIDSZ
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#define GRIDSZ vec2(1.,1.)
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#endif
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void SetupMaterial( inout Material mat )
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{
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mat.Base = getTexel(vTexCoord.st);
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vec2 uv = (vTexCoord.st*vec2(textureSize(tex,0)))/GRIDSZ;
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mat.Base *= 1.5*texture(pixtex,uv);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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mat.Bright = vec4(1.);
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}
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