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.
14 lines
273 B
GLSL
14 lines
273 B
GLSL
uniform lowp sampler2D tex_0;
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UNIFORMS
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varying lowp float FS_diffuse;
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varying lowp vec2 FS_texcoord;
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VARYINGS
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void main(void)
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{
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lowp vec4 albedo = texture2D(tex_0, FS_texcoord);
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gl_FragColor = SHADOW*albedo*FS_diffuse +
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albedo*(_AMBIENT)*AMBIENT_OCCL;
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}
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