forked from Mirrors/openclonk
29 lines
498 B
GLSL
29 lines
498 B
GLSL
uniform sampler2D basemap;
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uniform sampler2D normalTex;
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#ifndef OPENCLONK
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#define slice(x)
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#define color gl_FragColor
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varying vec2 texcoord;
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void main()
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{
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color = vec4(1.0, 1.0, 1.0, 1.0);
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#endif
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slice(init+1)
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{
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// This picks up the normal map lookup in ObjectLightShader.c:
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#define HAVE_NORMALMAP
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color = color * texture2D(basemap, texcoord);
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#ifndef OPENCLONK
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// TODO: Could apply some default lighting here, for viewing the mesh in
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// a mesh viewer
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#endif
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}
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#ifndef OPENCLONK
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}
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#endif
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