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@@ -87,8 +87,13 @@ float calc_dir_light(light_s light)
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void main()
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{
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vec4 tex_color = texture(tex1, f_coord);
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if (opacity == 0.0f && tex_color.a < 0.9f)
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discard;
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float shadow = calc_shadow();
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vec3 result = ambient * 0.3 + param[0].rgb * emission;
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vec3 result = ambient * 0.3 + vec3(1.0) * emission;
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for (uint i = 0U; i < lights_count; i++)
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{
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light_s light = lights[i];
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@@ -106,7 +111,6 @@ void main()
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result += light.color * part;
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}
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vec4 tex_color = texture(tex1, f_coord);
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vec3 c = apply_fog(result * tex_color.xyz);
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gl_FragColor = vec4(c, tex_color.w);
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}
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