2014-05-17 21:19:18 -04:00
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// See http://www.ozone3d.net/tutorials/glsl_texturing_p04.php for ref
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2014-08-18 11:49:44 -04:00
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#ifdef GL_ARB_bindless_texture
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layout(bindless_sampler) uniform sampler2D tex;
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#else
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2014-05-17 21:01:24 -04:00
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uniform sampler2D tex;
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2014-08-18 11:49:44 -04:00
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#endif
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2013-11-30 16:33:06 -05:00
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2014-02-28 11:29:05 -05:00
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#if __VERSION__ >= 130
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in vec3 nor;
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2014-01-19 13:31:00 -05:00
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out vec4 FragColor;
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2014-02-28 11:29:05 -05:00
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#else
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varying vec3 nor;
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#define FragColor gl_FragColor
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#endif
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2014-05-17 21:19:18 -04:00
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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2014-10-04 20:12:04 -04:00
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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2013-11-30 16:33:06 -05:00
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void main() {
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2014-05-17 21:19:18 -04:00
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vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);
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vec3 u = getPosFromUVDepth(texc, InverseProjectionMatrix).xyz;
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vec3 r = reflect(u, nor);
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float m = 2.0 * sqrt(r.x * r.x + r.y * r.y + (r.z + 1.0) * (r.z + 1.0));
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2014-05-17 21:39:53 -04:00
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r.y = - r.y;
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2014-05-17 21:19:18 -04:00
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vec4 detail0 = texture(tex, r.xy / m + .5);
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2014-08-18 11:49:44 -04:00
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#ifdef GL_ARB_bindless_texture
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2014-08-28 15:59:55 -04:00
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#ifdef SRGBBindlessFix
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2014-08-18 11:49:44 -04:00
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detail0.xyz = pow(detail0.xyz, vec3(2.2));
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2014-08-28 15:59:55 -04:00
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#endif
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2014-08-18 11:49:44 -04:00
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#endif
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2013-11-30 16:33:06 -05:00
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2014-10-04 20:12:04 -04:00
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FragColor = vec4(getLightFactor(detail0.xyz, vec3(1.), 1.), 1.);
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2013-11-30 16:33:06 -05:00
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}
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