#version 330 core out vec4 fragColor; // Texture in vec2 UV; in vec2 envUV; in vec3 normal; in vec3 lightDir; uniform sampler2D env; uniform sampler2D tex; uniform vec4 diffuse; uniform float normalMix; uniform float textureMix; uniform float envAdd; uniform float envMul; void main(void){ // vec3 n = mix(normal, texture(normalMap, UV).rgb * 2 - 1, normalMix); vec4 d = mix(vec4(1.0), texture(tex, UV).rgba, textureMix) * diffuse; fragColor = vec4(d.rgb, d.a); fragColor += texture(env, envUV).rgba * envAdd; fragColor *= mix(vec4(1.0), texture(env, envUV).rgba, envMul); }