Mindustry/core/assets/shaders/light.fragment.glsl
2019-09-27 22:59:02 -04:00

23 lines
441 B
GLSL

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define steprad 0.13
uniform sampler2D u_texture;
uniform vec4 u_ambient;
varying vec4 v_color;
varying vec2 v_texCoord;
float stepped(float inp){
return inp;
}
void main(){
vec4 color = texture2D(u_texture, v_texCoord.xy);
float rounded = stepped(color.a);
gl_FragColor = clamp(vec4(mix(u_ambient.rgb, color.rgb, rounded), u_ambient.a - rounded), 0.0, 1.0);
}