From d2b5fc5b3bc648afffa42375706429685ac63794 Mon Sep 17 00:00:00 2001 From: Mel Date: Mon, 12 Feb 2024 12:55:11 +0100 Subject: Split rendering into own thread and sync through render action lists --- assets/shaders/fragment.glsl | 32 -------------------------------- 1 file changed, 32 deletions(-) delete mode 100644 assets/shaders/fragment.glsl (limited to 'assets/shaders/fragment.glsl') 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 -- cgit 1.4.1