stk-code_catmod/data/shaders/sunlight.frag

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1.1 KiB
GLSL
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uniform sampler2D ntex;
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uniform sampler2D dtex;
out vec4 Diff;
out vec4 Spec;
#stk_include "utils/decodeNormal.frag"
#stk_include "utils/SpecularBRDF.frag"
#stk_include "utils/DiffuseBRDF.frag"
#stk_include "utils/getPosFromUVDepth.frag"
#stk_include "utils/SunMRP.frag"
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void main() {
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vec2 uv = gl_FragCoord.xy / screen;
float z = texture(dtex, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
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);
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vec3 Lightdir = SunMRP(norm, eyedir);
float NdotL = clamp(dot(norm, Lightdir), 0., 1.);
vec3 Specular = SpecularBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
vec3 Diffuse = DiffuseBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
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Diff = vec4(NdotL * Diffuse * sun_col, 1.);
Spec = vec4(NdotL * Specular * sun_col, 1.);
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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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}*/
}