AmbientOcclusionModulate.glsl 373 B

1234567891011
  1. uniform sampler2D colorTexture;
  2. uniform sampler2D ambientOcclusionTexture;
  3. uniform bool ambientOcclusionOnly;
  4. varying vec2 v_textureCoordinates;
  5. void main(void)
  6. {
  7. vec3 color = texture2D(colorTexture, v_textureCoordinates).rgb;
  8. vec3 ao = texture2D(ambientOcclusionTexture, v_textureCoordinates).rgb;
  9. gl_FragColor.rgb = ambientOcclusionOnly ? ao : ao * color;
  10. }