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authorMel <einebeere@gmail.com>2024-02-12 12:55:11 +0100
committerMel <einebeere@gmail.com>2024-02-12 12:55:11 +0100
commitd2b5fc5b3bc648afffa42375706429685ac63794 (patch)
treea2dfbb241e1d46e5616c5884e5f3d685de2a2cb6 /assets/shaders/fragment.glsl
parent588c7e87b7cab270698d43ca5c22d67793ae5fc4 (diff)
downloadmeowcraft-d2b5fc5b3bc648afffa42375706429685ac63794.tar.zst
meowcraft-d2b5fc5b3bc648afffa42375706429685ac63794.zip
Split rendering into own thread and sync through render action lists
Diffstat (limited to 'assets/shaders/fragment.glsl')
-rw-r--r--assets/shaders/fragment.glsl32
1 files changed, 0 insertions, 32 deletions
diff --git a/assets/shaders/fragment.glsl b/assets/shaders/fragment.glsl
deleted file mode 100644
index c7ecf97..0000000
--- a/assets/shaders/fragment.glsl
+++ /dev/null
@@ -1,32 +0,0 @@
-#version 330 core
-
-uniform sampler2D tex;
-uniform float mesh_alpha;
-uniform vec3 sun_direction;
-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;
-
-out vec4 color;
-
-void main() {
-    float brightness = dot(normalize(surface_normal), normalize(-sun_direction));
-    vec3 diffuse = vec3(max(brightness, 0.3));
-
-    vec4 texture_color = texture(tex, frag_tex_coord);
-    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 * light;
-    opaque_color = mix(sky_color, opaque_color, 1 - depth);
-
-    color = vec4(opaque_color, mesh_alpha);
-}
\ No newline at end of file