forked from mirrors/principia
Assumedly abbreviation of "global illumination", some kind of alternative to the current way of drawing the shadows. Doesn't work very well when enabled, remove it.
12 lines
198 B
GLSL
12 lines
198 B
GLSL
UNIFORMS
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varying lowp float FS_diffuse;
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varying lowp vec4 FS_color;
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VARYINGS
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void main(void)
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{
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gl_FragColor = SHADOW * FS_color * FS_diffuse
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+ FS_color * (_AMBIENT) * AMBIENT_OCCL;
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}
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