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authorMel <einebeere@gmail.com>2023-07-09 20:51:30 +0200
committerMel <einebeere@gmail.com>2023-07-09 20:51:30 +0200
commit680d9d5b7a61ac955fcec8a5622faa5cf4165c11 (patch)
tree385ada2ac5e666ff4e89e073850c9e1a9b29c99e /assets/shaders/fragment.glsl
parentfe2baedc760c2f29e2c720f6b1132a2de33c5430 (diff)
downloadmeowcraft-680d9d5b7a61ac955fcec8a5622faa5cf4165c11.tar.zst
meowcraft-680d9d5b7a61ac955fcec8a5622faa5cf4165c11.zip
Ambient occlusion (without corners)
Diffstat (limited to 'assets/shaders/fragment.glsl')
-rw-r--r--assets/shaders/fragment.glsl4
1 files changed, 3 insertions, 1 deletions
diff --git a/assets/shaders/fragment.glsl b/assets/shaders/fragment.glsl
index a7f019d..cc60d65 100644
--- a/assets/shaders/fragment.glsl
+++ b/assets/shaders/fragment.glsl
@@ -6,6 +6,7 @@ uniform vec3 sky_color;
 
 in vec3 surface_normal;
 in vec2 frag_tex_coord;
+in float frag_ambient_occlusion;
 in float depth;
 
 out vec4 color;
@@ -18,6 +19,7 @@ void main() {
     if (texture_color.a < 0.5) {
         discard;
     }
-    color = vec4(diffuse, 1.0) * texture_color;
+    float ao = 1 - frag_ambient_occlusion / 2;
+    color = vec4(diffuse, 1.0) * texture_color * ao;
     color = mix(vec4(sky_color, 1.0), color, 1 - depth);
 }
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