stk-code_catmod/data/shaders/sunlight.frag

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GLSL
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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//uniform sampler2D cloudtex;
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uniform vec3 direction;
uniform vec3 col;
uniform mat4 invproj;
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//uniform int hasclouds;
//uniform vec2 wind;
#ifdef UBO_DISABLED
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 InverseViewMatrix;
uniform mat4 InverseProjectionMatrix;
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uniform vec2 screen;
#else
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
};
#endif
out vec4 Diff;
out vec4 Spec;
vec3 DecodeNormal(vec2 n);
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vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
void main() {
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vec2 uv = gl_FragCoord.xy / screen;
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float z = texture(dtex, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
if (z < 0.03)
{
// Skyboxes are fully lit
Diff = vec4(1.0);
Spec = vec4(1.0);
return;
}
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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float roughness = texture(ntex, uv).z;
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vec3 eyedir = -normalize(xpos.xyz);
// Normalized on the cpu
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vec3 L = direction;
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float NdotL = max(0., dot(norm, L));
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vec3 Specular = getSpecular(norm, eyedir, L, col, roughness) * NdotL;
vec3 outcol = NdotL * col;
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/* 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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}*/
Diff = vec4(NdotL * col, 1.);
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Spec = vec4(Specular, 1.);
}