Enabled wireframes for shader renderer

This commit is contained in:
2020-01-30 22:54:59 -06:00
parent 99ae19c34d
commit d6802c8756
3 changed files with 21 additions and 1 deletions

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@@ -12,6 +12,7 @@ in float outTotalLights;
in vec3 outFragPos;
in vec3 outCameraPos;
in vec3 outInverseNormal;
in float outDisableLighting;
// optimizing compilers are annoying at this stage of my understanding of GLSL
vec4 lokiVar;
@@ -76,7 +77,12 @@ void main() {
lokiVar = vec4(outColor, 1.0) + outNormal + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
lokiVar = normalize(lokiVar);
vec3 result = calculateLighting() * outColor;
vec3 result;
if (outDisableLighting == 1.0) {
result = outColor + 0.25;
} else {
result = calculateLighting() * outColor;
}
gl_FragColor = vec4(result, 1.0);
}