2013-11-30 21:33:06 +00:00
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uniform sampler2D ntex;
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2014-01-27 19:10:34 +01:00
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uniform sampler2D dtex;
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2014-03-10 23:29:37 +01:00
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flat in vec3 center;
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flat in float energy;
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flat in vec3 col;
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2014-05-12 19:36:45 +02:00
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flat in float radius;
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2013-11-30 21:33:06 +00:00
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2014-01-19 19:31:00 +01:00
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out vec4 Diffuse;
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out vec4 Specular;
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2014-01-14 01:24:28 +00:00
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2014-03-21 18:17:21 +01:00
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vec3 DecodeNormal(vec2 n);
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2014-04-06 23:57:54 +02:00
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vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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2014-05-02 18:11:34 +02:00
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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2014-01-27 23:29:46 +01:00
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2014-04-06 21:23:09 +02:00
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void main()
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{
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vec2 texc = gl_FragCoord.xy / screen;
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float z = texture(dtex, texc).x;
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.));
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2014-04-06 22:19:10 +02:00
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float roughness = texture(ntex, texc).z;
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2014-04-06 21:23:09 +02:00
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2014-05-02 18:11:34 +02:00
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vec4 xpos = getPosFromUVDepth(vec3(texc, z), InverseProjectionMatrix);
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2014-04-06 21:23:09 +02:00
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vec3 eyedir = -normalize(xpos.xyz);
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vec4 pseudocenter = ViewMatrix * vec4(center.xyz, 1.0);
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pseudocenter /= pseudocenter.w;
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vec3 light_pos = pseudocenter.xyz;
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vec3 light_col = col.xyz;
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float d = distance(light_pos, xpos.xyz);
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2014-05-05 01:46:57 +02:00
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float att = energy * 20. / (1. + d * d);
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2014-05-12 19:36:45 +02:00
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att *= (radius - d) / radius;
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2014-05-03 23:44:27 +02:00
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if (att <= 0.) discard;
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2014-04-06 21:23:09 +02:00
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// Light Direction
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vec3 L = -normalize(xpos.xyz - light_pos);
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float NdotL = max(0., dot(norm, L));
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Diffuse = vec4(NdotL * light_col * att, 1.);
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2014-04-27 18:31:00 +02:00
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Specular = vec4(getSpecular(norm, eyedir, L, light_col, roughness) * NdotL * att, 1.);
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2013-11-30 21:33:06 +00:00
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}
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