swwmgz_m/shaders/glsl/Shinemask.fp

12 lines
443 B
GLSL

// basic texture + masked pseudo-matcap
void SetupMaterial( inout Material mat )
{
vec4 base = getTexel(vTexCoord.st);
float mask = texture(masktex,vTexCoord.st).x;
vec3 rnorm = normalize(vEyeNormalOrig.xyz)*vec3(1,-1,1);
mat.Base = vec4(base.rgb+texture(envtex,rnorm.xy*.49+.5).rgb*mask,base.a);
mat.Normal = ApplyNormalMap(vTexCoord.st);
if ( (uTextureMode&TEXF_Brightmap) != 0 )
mat.Bright = texture(brighttexture,vTexCoord.st);
}