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20 lines
851 B
GLSL
20 lines
851 B
GLSL
shader_type spatial;
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render_mode blend_add,depth_draw_opaque,cull_disabled,specular_disabled,unshaded;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_albedo : hint_albedo;
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void vertex() {
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mat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);
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mat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));
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MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo,base_uv);
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albedo_tex *= COLOR;
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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ALPHA = albedo.a * albedo_tex.a;
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}
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