swwmgz_m/shaders/glsl/Subpixel.fp

15 lines
515 B
GLSL

// RGB subpixel filter for Ammo LEDs
// GRIDSZ = how many subpixels are in the texture (for layouts where subpixel patterns alternate)
#ifndef GRIDSZ
#define GRIDSZ vec2(1.,1.)
#endif
void SetupMaterial( inout Material mat )
{
mat.Base = texture(scrtex,vec2(vTexCoord.s,1.-vTexCoord.t)); // canvas textures are upside-down when used by models
vec2 uv = (vTexCoord.st*vec2(textureSize(scrtex,0)))/GRIDSZ;
mat.Base *= 1.5*texture(pixtex,uv);
mat.Normal = ApplyNormalMap(vTexCoord.st);
mat.Bright = vec4(1.);
}