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authorMel <einebeere@gmail.com>2023-07-21 02:17:03 +0200
committerMel <einebeere@gmail.com>2023-07-21 02:17:03 +0200
commit23d88e5f1c8f0c8652a07050fcfa8ff126e85d4a (patch)
treed2979c12a9675885b7ed969d5f51dbd69d969286 /assets/shaders/fragment.glsl
parentc0556f76fc5c8271c2eaa7ca91ad1c92c691d8bc (diff)
downloadmeowcraft-23d88e5f1c8f0c8652a07050fcfa8ff126e85d4a.tar.zst
meowcraft-23d88e5f1c8f0c8652a07050fcfa8ff126e85d4a.zip
Extremely simple chunk-limited lighting
Diffstat (limited to 'assets/shaders/fragment.glsl')
-rw-r--r--assets/shaders/fragment.glsl5
1 files changed, 4 insertions, 1 deletions
diff --git a/assets/shaders/fragment.glsl b/assets/shaders/fragment.glsl
index 7532036..c7ecf97 100644
--- a/assets/shaders/fragment.glsl
+++ b/assets/shaders/fragment.glsl
@@ -7,6 +7,7 @@ uniform vec3 sky_color;
 
 in vec3 surface_normal;
 in vec2 frag_tex_coord;
+in float frag_light;
 in float frag_ambient_occlusion;
 in float depth;
 
@@ -20,9 +21,11 @@ void main() {
     if (texture_color.a < 0.5) {
         discard;
     }
+
     float ao = 1 - frag_ambient_occlusion / 2;
+    float light = frag_light;
 
-    vec3 opaque_color = diffuse * texture_color.xyz * ao;
+    vec3 opaque_color = diffuse * texture_color.xyz * ao * light;
     opaque_color = mix(sky_color, opaque_color, 1 - depth);
 
     color = vec4(opaque_color, mesh_alpha);