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- uniform sampler2D ntex;
- uniform sampler2D dtex;
- 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);
- vec3 SunMRP(vec3 normal, vec3 eyedir);
- void main() {
- vec2 uv = gl_FragCoord.xy / screen;
- float z = texture(dtex, uv).x;
- vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
- vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
- float roughness = texture(ntex, uv).z;
- vec3 eyedir = -normalize(xpos.xyz);
- vec3 Lightdir = SunMRP(norm, eyedir);
- float NdotL = clamp(dot(norm, Lightdir), 0., 1.);
- vec3 Specular = SpecularBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
- vec3 Diffuse = DiffuseBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
- Diff = vec4(NdotL * Diffuse * sun_col, 1.);
- Spec = vec4(NdotL * Specular * sun_col, 1.);
- /* if (hasclouds == 1)
- {
- vec2 cloudcoord = (xpos.xz * 0.00833333) + wind;
- float cloud = texture(cloudtex, cloudcoord).x;
- //float cloud = step(0.5, cloudcoord.x) * step(0.5, cloudcoord.y);
- outcol *= cloud;
- }*/
- }
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