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author | Hop311 <Hop3114@gmail.com> | 2024-07-11 20:33:49 +0200 |
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committer | GitHub <noreply@github.com> | 2024-07-11 20:33:49 +0200 |
commit | 114394f4d1bcf5249089b6e3632d259a195ec584 (patch) | |
tree | 8e82ee10733a1f41cbf44063cd12d9bdc9bc7f63 /game/src/Game/Model/unit_colours.gdshader | |
parent | d1ff26c46dbba3e373f5c71f7ed093b5cd9ca6a0 (diff) | |
parent | 1496de8262b104ad7dd52b9f6e936fcd6ed1d384 (diff) |
Merge pull request #237 from OpenVicProject/scrolling-textures
Scrolling model materials (tank tracks and smoke)
Diffstat (limited to 'game/src/Game/Model/unit_colours.gdshader')
-rw-r--r-- | game/src/Game/Model/unit_colours.gdshader | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/game/src/Game/Model/unit_colours.gdshader b/game/src/Game/Model/unit_colours.gdshader index dd0f5e2..2ffc771 100644 --- a/game/src/Game/Model/unit_colours.gdshader +++ b/game/src/Game/Model/unit_colours.gdshader @@ -1,11 +1,11 @@ shader_type spatial; -render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx; +render_mode cull_disabled; //hold all the textures for the units that need this shader to mix in their //nation colours (mostly generic infantry units) -uniform sampler2D texture_albedo[32] : source_color, filter_linear_mipmap, repeat_enable; +uniform sampler2D texture_diffuse[32] : source_color, filter_linear_mipmap, repeat_enable; uniform sampler2D texture_nation_colors_mask[32] : source_color, filter_linear_mipmap, repeat_enable; instance uniform vec3 colour_primary : source_color; @@ -14,12 +14,12 @@ instance uniform vec3 colour_tertiary : source_color; //used to access the right textures since different units (with different textures) //will use this same shader -instance uniform uint tex_index_specular; instance uniform uint tex_index_diffuse; +instance uniform uint tex_index_specular; void fragment() { vec2 base_uv = UV; - vec4 albedo_tex = texture(texture_albedo[tex_index_diffuse], base_uv); + vec4 diffuse_tex = texture(texture_diffuse[tex_index_diffuse], base_uv); vec4 nation_colours_tex = texture(texture_nation_colors_mask[tex_index_specular], base_uv); //set colours to either be white (1,1,1) or the nation colour based on the mask @@ -27,5 +27,5 @@ void fragment() { vec3 secondary_col = mix(vec3(1.0, 1.0, 1.0), colour_secondary, nation_colours_tex.b); vec3 tertiary_col = mix(vec3(1.0, 1.0, 1.0), colour_tertiary, nation_colours_tex.r); - ALBEDO = albedo_tex.rgb * primary_col * secondary_col * tertiary_col; + ALBEDO = diffuse_tex.rgb * primary_col * secondary_col * tertiary_col; } |