Bliss-Shader/shaders/gbuffers_spidereyes.fsh

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2023-01-12 15:00:14 -05:00
#version 120
varying vec4 color;
varying vec2 texcoord;
uniform sampler2D texture;
//faster and actually more precise than pow 2.2
vec3 toLinear(vec3 sRGB){
return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
/* DRAWBUFFERS:18 */
void main() {
vec3 albedo = texture2D(texture, texcoord).rgb * color.rgb;
gl_FragData[0].rgb = albedo;
gl_FragData[1].a = 0.5;
}