dungeon_crawler

annotate prototype/sdr/deferred.p.glsl @ 21:0588f8a1a351

converting LIGHT meshes to lights
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 21 Aug 2012 06:33:36 +0300
parents 8a0ae6b4aa9b
children d0e93b4d9ec9
rev   line source
nuclear@19 1 uniform sampler2D mrt0, mrt1, mrt2, mrt3;
nuclear@18 2 uniform vec2 tex_scale;
nuclear@18 3
nuclear@17 4 void main()
nuclear@17 5 {
nuclear@19 6 vec2 tc = gl_TexCoord[0].st;
nuclear@19 7
nuclear@19 8 vec4 texel;
nuclear@19 9 if(tc.x < 0.25) {
nuclear@19 10 texel = texture2D(mrt0, tc * vec2(4.0, 1.0) * tex_scale);
nuclear@19 11 } else if(tc.x < 0.5) {
nuclear@20 12 texel = texture2D(mrt1, (tc - vec2(0.25, 0.0)) * vec2(4.0, 1.0) * tex_scale);
nuclear@19 13 } else if(tc.x < 0.75) {
nuclear@20 14 texel = texture2D(mrt2, (tc - vec2(0.5, 0.0)) * vec2(4.0, 1.0) * tex_scale);
nuclear@19 15 } else {
nuclear@20 16 texel = texture2D(mrt3, (tc - vec2(0.75, 0.0)) * vec2(4.0, 1.0) * tex_scale);
nuclear@19 17 }
nuclear@19 18
nuclear@19 19 gl_FragColor = texel;
nuclear@17 20 }