2013-11-30 16:33:06 -05:00
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uniform sampler2D ntex;
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2014-01-27 14:08:59 -05:00
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uniform sampler2D dtex;
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2013-11-30 16:33:06 -05:00
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2017-12-25 01:00:10 -05:00
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uniform vec3 sundirection;
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uniform vec3 sun_color;
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2016-09-12 15:39:52 -04:00
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#ifdef GL_ES
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layout (location = 0) out vec4 Diff;
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layout (location = 1) out vec4 Spec;
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#else
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2014-01-19 13:31:00 -05:00
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out vec4 Diff;
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out vec4 Spec;
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2016-09-12 15:39:52 -04:00
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#endif
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2014-01-19 13:31:00 -05:00
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2016-06-27 07:11:27 -04:00
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/SpecularBRDF.frag"
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#stk_include "utils/DiffuseBRDF.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/SunMRP.frag"
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2014-11-20 20:44:27 -05:00
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2013-11-30 16:33:06 -05:00
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void main() {
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2017-12-25 01:00:10 -05:00
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vec2 uv = gl_FragCoord.xy / u_screen;
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2014-12-14 15:39:18 -05:00
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float z = texture(dtex, uv).x;
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2017-12-25 01:00:10 -05:00
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), u_inverse_projection_matrix);
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2013-11-30 16:33:06 -05:00
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2014-12-14 15:39:18 -05:00
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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2014-04-06 16:19:10 -04:00
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float roughness = texture(ntex, uv).z;
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2014-04-06 15:23:09 -04:00
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vec3 eyedir = -normalize(xpos.xyz);
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2013-11-30 16:33:06 -05:00
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2014-12-21 15:05:41 -05:00
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vec3 Lightdir = SunMRP(norm, eyedir);
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float NdotL = clamp(dot(norm, Lightdir), 0., 1.);
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2014-11-20 19:54:30 -05:00
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2014-12-14 15:39:18 -05:00
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vec3 Specular = SpecularBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
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vec3 Diffuse = DiffuseBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
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2013-11-30 16:33:06 -05:00
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2017-12-25 01:00:10 -05:00
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Diff = vec4(NdotL * Diffuse * sun_color, 1.);
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Spec = vec4(NdotL * Specular * sun_color, 1.);
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2013-11-30 16:33:06 -05:00
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}
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