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- #ifdef Use_Bindless_Texture
- layout(bindless_sampler) uniform sampler2D dtex;
- #else
- uniform sampler2D Albedo;
- uniform sampler2D SpecMap;
- uniform sampler2D dtex;
- #endif
- #ifdef Use_Bindless_Texture
- flat in sampler2D handle;
- flat in sampler2D secondhandle;
- #endif
- in vec3 nor;
- in vec2 uv;
- out vec4 FragColor;
- vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
- void main(void)
- {
- #ifdef Use_Bindless_Texture
- vec4 color = texture(handle, uv);
- float specmap = texture(secondhandle, uv).g;
- #ifdef SRGBBindlessFix
- color.xyz = pow(color.xyz, vec3(2.2));
- #endif
- #else
- vec4 color = texture(Albedo, uv);
- float specmap = texture(SpecMap, uv).g;
- #endif
- if (color.a < 0.5) discard;
- vec2 texc = gl_FragCoord.xy / screen;
- float z = texture(dtex, texc).x;
- vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
- xpos = InverseProjectionMatrix * xpos;
- xpos /= xpos.w;
- vec3 eyedir = normalize(xpos.xyz);
- // Inspired from http://http.developer.nvidia.com/GPUGems3/gpugems3_ch16.html
- vec3 L = normalize((transpose(InverseViewMatrix) * vec4(sun_direction, 0.)).xyz);
- float fEdotL = clamp(dot(L, eyedir), 0., 1.);
- float fPowEdotL = pow(fEdotL, 4.);
- float fLdotNBack = max(0., - dot(nor, L) * 0.6 + 0.4);
- float scattering = mix(fPowEdotL, fLdotNBack, .5);
- vec3 LightFactor = color.xyz * (scattering * 0.1) + getLightFactor(color.xyz, vec3(1.), specmap, 0.);
- FragColor = vec4(LightFactor, 1.);
- }
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