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- // See http://www.ozone3d.net/tutorials/glsl_texturing_p04.php for ref
- #ifndef Use_Bindless_Texture
- uniform sampler2D tex;
- #endif
- #ifdef Use_Bindless_Texture
- flat in sampler2D handle;
- #endif
- in vec3 nor;
- out vec4 FragColor;
- vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
- vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
- void main() {
- vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);
- vec3 u = getPosFromUVDepth(texc, InverseProjectionMatrix).xyz;
- vec3 r = reflect(u, nor);
- float m = 2.0 * sqrt(r.x * r.x + r.y * r.y + (r.z + 1.0) * (r.z + 1.0));
- r.y = - r.y;
- #ifdef Use_Bindless_Texture
- vec4 detail0 = texture(handle, r.xy / m + .5);
- #ifdef SRGBBindlessFix
- detail0.xyz = pow(detail0.xyz, vec3(2.2));
- #endif
- #else
- vec4 detail0 = texture(tex, r.xy / m + .5);
- #endif
- FragColor = vec4(getLightFactor(detail0.xyz, vec3(1.), 0., 0.), 1.);
- }
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