stk-code_catmod/data/shaders/objectpass_rimlit.frag

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uniform sampler2D Albedo;
uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;
uniform sampler2D SSAO;
uniform vec2 screen;
uniform vec3 ambient;
#if __VERSION__ >= 130
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in vec3 nor;
in vec2 uv;
out vec4 FragColor;
#else
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varying vec3 nor;
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main() {
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float rim = 1.0 - dot(nor, vec3(0., 0., -1));
rim = smoothstep(0.5, 1.5, rim) * 0.15;
vec4 color = texture(Albedo, uv);
vec2 tc = gl_FragCoord.xy / screen;
vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
float ao = texture(SSAO, tc).x;
vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent * (1. - color.a);
FragColor = vec4(color.xyz * LightFactor + rim, 1.);
}