blob: 0ea3120d05a037565bb7bb7dd86574680d74788e (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
|
shader_type canvas_item;
uniform sampler2D u_normalmap;
uniform sampler2D u_globalmap;
uniform vec3 u_light_direction = vec3(0.5, -0.7, 0.2);
vec3 unpack_normal(vec4 rgba) {
return rgba.xzy * 2.0 - vec3(1.0);
}
void fragment() {
vec3 albedo = texture(u_globalmap, UV).rgb;
// Undo sRGB
// TODO I don't know what is correct tbh, this didn't work well
//albedo *= pow(albedo, vec3(0.4545));
//albedo *= pow(albedo, vec3(1.0 / 0.4545));
albedo = sqrt(albedo);
vec3 normal = unpack_normal(texture(u_normalmap, UV));
float g = max(-dot(u_light_direction, normal), 0.0);
COLOR = vec4(albedo * g, 1.0);
}
|