2013-11-30 21:33:06 +00:00
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uniform sampler2D ntex;
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uniform vec3 center;
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uniform vec3 col;
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uniform float r;
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uniform float spec;
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uniform vec2 screen;
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2013-12-19 00:13:17 +00:00
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uniform mat4 invproj;
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2013-11-30 21:33:06 +00:00
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void main() {
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vec2 texc = gl_FragCoord.xy / screen;
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2013-12-23 16:59:55 +00:00
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float z = texture2D(ntex, texc).a;
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2013-11-30 21:33:06 +00:00
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2013-12-19 00:13:17 +00:00
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vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
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xpos = invproj * xpos;
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xpos /= xpos.w;
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2013-11-30 21:33:06 +00:00
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float d = distance(center, xpos.xyz);
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if (d > r) discard;
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float att = 1.0 - smoothstep(0.0, r, d);
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vec3 norm = texture2D(ntex, texc).xyz;
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norm = (norm - 0.5) * 2.0;
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2013-12-19 00:13:17 +00:00
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// Light Direction
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vec3 L = normalize(xpos.xyz - center);
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2013-11-30 21:33:06 +00:00
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2013-12-19 00:13:17 +00:00
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float NdotL = max(0.0, dot(norm, -L)) * att;
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2013-12-23 17:00:34 +00:00
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// Reflected light dir
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vec3 R = reflect(-L, norm);
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float RdotE = max(0.0, dot(R, normalize(xpos)));
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float Specular = pow(RdotE, spec);
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2013-11-30 21:33:06 +00:00
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2013-12-23 17:00:34 +00:00
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gl_FragColor = vec4(NdotL * col, Specular + 0.001); // Irrlicht force alpha test, can't be 0
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2013-11-30 21:33:06 +00:00
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}
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