stk-code_catmod/data/shaders/instanced_grass_pass2.frag

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#ifdef Use_Bindless_Texture
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layout(bindless_sampler) uniform sampler2D dtex;
#else
uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
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uniform sampler2D dtex;
#endif
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#ifdef Use_Bindless_Texture
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flat in sampler2D handle;
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flat in sampler2D secondhandle;
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#endif
in vec3 nor;
in vec2 uv;
out vec4 FragColor;
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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void main(void)
{
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#ifdef Use_Bindless_Texture
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vec4 color = texture(handle, uv);
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float specmap = texture(secondhandle, uv).g;
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#ifdef SRGBBindlessFix
color.xyz = pow(color.xyz, vec3(2.2));
#endif
#else
vec4 color = texture(Albedo, uv);
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float specmap = texture(SpecMap, uv).g;
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#endif
if (color.a < 0.5) discard;
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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.);
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float fPowEdotL = pow(fEdotL, 4.);
float fLdotNBack = max(0., - dot(nor, L) * 0.6 + 0.4);
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float scattering = mix(fPowEdotL, fLdotNBack, .5);
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vec3 LightFactor = color.xyz * (scattering * 0.1) + getLightFactor(color.xyz, vec3(1.), specmap, 0.);
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FragColor = vec4(LightFactor, 1.);
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}