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;
#if __VERSION__ >= 130
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in vec2 uv;
out vec4 Diff;
out vec4 Spec;
#else
varying vec2 uv;
#define Diff gl_FragData[0]
#define Spec gl_FragData[1]
#endif
vec3 DecodeNormal(vec2 n);
void main() {
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float z = texture(dtex, uv).x;
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vec4 xpos = 2.0 * vec4(uv, z, 1.0) - 1.0;
xpos = invproj * xpos;
xpos.xyz /= xpos.w;
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;
// Half Light View direction
vec3 H = normalize(eyedir + L);
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float NdotL = max(0., dot(norm, L));
float NdotH = max(0., dot(norm, H));
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float normalisationFactor = (roughness + 2.) / 8.;
float Specular = pow(NdotH, roughness) * NdotL * normalisationFactor;
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.);
Spec = vec4(Specular * col, 1.);
}