28 lines
784 B
GLSL
28 lines
784 B
GLSL
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uniform sampler2D tex_layout;
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uniform sampler2D tex_detail0;
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uniform sampler2D tex_detail1;
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uniform sampler2D tex_detail2;
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uniform sampler2D tex_detail3;
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in vec2 uv;
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in vec2 uv_bis;
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in vec3 nor;
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layout (location = 0) out vec3 RSMColor;
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layout (location = 1) out vec3 RSMNormals;
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void main()
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{
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vec4 splatting = texture(tex_layout, uv_bis);
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vec4 detail0 = texture(tex_detail0, uv);
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vec4 detail1 = texture(tex_detail1, uv);
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vec4 detail2 = texture(tex_detail2, uv);
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vec4 detail3 = texture(tex_detail3, uv);
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vec4 splatted = splatting.r * detail0 +
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splatting.g * detail1 +
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splatting.b * detail2 +
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max(0., (1.0 - splatting.r - splatting.g - splatting.b)) * detail3;
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RSMColor = splatted.rgb;
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RSMNormals = .5 * normalize(nor) + .5;
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}
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