1#import "Common/ShaderLib/Texture.glsllib" 2 3varying vec2 texCoord; 4 5uniform sampler2D m_ColorMap; 6 7void main(){ 8 //Texture_GetColor(m_ColorMap, texCoord) 9 //vec4 color = texture2D(m_ColorMap, texCoord); 10 //color.rgb *= color.a; 11 //gl_FragColor = vec4(color.a); 12 13 #ifdef NORMAL_LATC 14 vec3 newNorm = vec3(texture2D(m_ColorMap, texCoord).ag, 0.0); 15 newNorm = Common_UnpackNormal(newNorm); 16 newNorm.b = sqrt(1.0 - (newNorm.x * newNorm.x) - (newNorm.y * newNorm.y)); 17 newNorm = Common_PackNormal(newNorm); 18 gl_FragColor = vec4(newNorm, 1.0); 19 #elif defined(SHOW_ALPHA) 20 gl_FragColor = vec4(texture2D(m_ColorMap, texCoord).a); 21 #else 22 gl_FragColor = Texture_GetColor(m_ColorMap, texCoord); 23 #endif 24 #ifdef NORMALIZE 25 gl_FragColor = vec4(normalize(gl_FragColor.xyz), gl_FragColor.a); 26 #endif 27}