2014-01-24 14:29:54 -05:00
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uniform sampler2D Albedo;
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uniform sampler2D DiffuseMap;
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uniform sampler2D SpecularMap;
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uniform sampler2D SSAO;
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uniform vec3 ambient;
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2013-11-30 16:33:06 -05:00
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2014-05-16 20:39:55 -04:00
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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2014-02-28 11:29:05 -05:00
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#if __VERSION__ >= 130
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2014-04-10 11:34:57 -04:00
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in vec3 nor;
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2014-01-24 14:29:54 -05:00
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in vec2 uv;
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out vec4 FragColor;
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2014-02-28 11:29:05 -05:00
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#else
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2014-04-10 11:34:57 -04:00
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varying vec3 nor;
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2014-02-28 11:29:05 -05:00
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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2013-11-30 16:33:06 -05:00
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void main() {
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2014-04-10 11:34:57 -04:00
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float rim = 1.0 - dot(nor, vec3(0., 0., -1));
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2014-04-14 19:56:26 -04:00
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rim = smoothstep(0.5, 1.5, rim) * 0.15;
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2013-11-30 16:33:06 -05:00
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2014-01-24 14:29:54 -05:00
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vec4 color = texture(Albedo, uv);
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vec2 tc = gl_FragCoord.xy / screen;
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vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
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vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
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float ao = texture(SSAO, tc).x;
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vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent * (1. - color.a);
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FragColor = vec4(color.xyz * LightFactor + rim, 1.);
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2013-11-30 16:33:06 -05:00
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}
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