stk-code_catmod/data/shaders/object_pass2.frag

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#version 130
uniform sampler2D Albedo;
uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;
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uniform sampler2D SSAO;
uniform vec2 screen;
uniform vec3 ambient;
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in vec2 uv;
out vec4 FragColor;
void main(void)
{
vec2 tc = gl_FragCoord.xy / screen;
vec4 color = texture(Albedo, uv);
vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
float ao = texture(SSAO, tc).x;
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vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent * (1. - color.a);
FragColor = vec4(color.xyz * LightFactor * (0.4 + ao*0.6), 1.);
//FragColor = vec4(color.xyz * LightFactor, 1.);
}