12345678910111213141516171819 |
- uniform sampler2D ntex;
- out vec4 Diff;
- out vec4 Spec;
- vec3 DecodeNormal(vec2 n);
- vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
- vec3 DiffuseIBL(vec3 normal);
- vec3 SpecularIBL(vec3 normal, vec3 V, float roughness);
- void main(void)
- {
- vec2 uv = gl_FragCoord.xy / screen;
- vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
- Diff = vec4(0.25 * DiffuseIBL(normal), 1.);
- Spec = vec4(0., 0., 0., 1.);
- }
|