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- uniform sampler2D ntex;
- uniform sampler2D dtex;
- flat in vec3 center;
- flat in float energy;
- flat in vec3 col;
- flat in float radius;
- out vec4 Diff;
- out vec4 Spec;
- vec3 DecodeNormal(vec2 n);
- vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
- vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
- vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
- void main()
- {
- vec2 texc = gl_FragCoord.xy / screen;
- float z = texture(dtex, texc).x;
- vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.));
- float roughness = texture(ntex, texc).z;
- vec4 xpos = getPosFromUVDepth(vec3(texc, z), InverseProjectionMatrix);
- vec3 eyedir = -normalize(xpos.xyz);
- vec4 pseudocenter = ViewMatrix * vec4(center.xyz, 1.0);
- pseudocenter /= pseudocenter.w;
- vec3 light_pos = pseudocenter.xyz;
- vec3 light_col = col.xyz;
- float d = distance(light_pos, xpos.xyz);
- float att = energy * 20. / (1. + d * d);
- att *= (radius - d) / radius;
- if (att <= 0.) discard;
- // Light Direction
- vec3 L = -normalize(xpos.xyz - light_pos);
- float NdotL = clamp(dot(norm, L), 0., 1.);
- vec3 Specular = SpecularBRDF(norm, eyedir, L, vec3(1.), roughness);
- vec3 Diffuse = DiffuseBRDF(norm, eyedir, L, vec3(1.), roughness);
- Diff = vec4(Diffuse * NdotL * light_col * att, 1.);
- Spec = vec4(Specular * NdotL * light_col * att, 1.);
- }
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