Reset the shader to fix the minimap
This commit is contained in:
parent
3cbac8e6ea
commit
674a449c10
@ -62,6 +62,11 @@ vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
|
||||
return ViewPosition.xyz / ViewPosition.w;
|
||||
}
|
||||
|
||||
float rand(vec2 co)
|
||||
{
|
||||
return fract(sin(dot(co.xy,vec2(12.9898,78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
|
||||
vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D DepthMap, in vec3 fallback, float spread)
|
||||
{
|
||||
@ -82,8 +87,8 @@ vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D Depth
|
||||
if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0) && (projectedCoord.y > 0.0 && projectedCoord.y < 1.0))
|
||||
{
|
||||
// Mix with fallback (black area should be dark anyway)
|
||||
vec3 finalColor = textureLod(albedo, projectedCoord.xy, 1.0).rgb;
|
||||
finalColor = fastBlur(projectedCoord.xy, spread);
|
||||
//vec3 finalColor = textureLod(albedo, projectedCoord.xy, 1.0).rgb;
|
||||
vec3 finalColor = fastBlur(projectedCoord.xy, spread);
|
||||
if ((finalColor.r + finalColor.g + finalColor.b) > 0.)
|
||||
{
|
||||
vec2 inside = (gl_FragCoord.xy / u_screen) - 0.5;
|
||||
@ -106,13 +111,6 @@ vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D Depth
|
||||
return fallback;
|
||||
}
|
||||
|
||||
|
||||
|
||||
float rand(vec2 co)
|
||||
{
|
||||
return fract(sin(dot(co.xy,vec2(12.9898,78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
float rand2(vec2 co)
|
||||
{
|
||||
return fract(sin(dot(co.xy,vec2(45.454545,5631.4))) * 43758.5453);
|
||||
@ -164,11 +162,9 @@ void main(void)
|
||||
vec3 hitPos = View_Pos.xyz;
|
||||
float dDepth;
|
||||
float minRayStep = 100.0f;
|
||||
|
||||
vec3 outColor = RayCast(reflected * max(minRayStep, -View_Pos.z), hitPos, dDepth, dtex, fallback, 0.001);
|
||||
vec3 outColor2 = RayCast(reflected2 * max(minRayStep, -View_Pos.z), hitPos, dDepth, dtex, fallback, 0.001);
|
||||
outColor = mix(outColor, outColor2, 1.0 - specval);
|
||||
|
||||
vec3 outColor = RayCast(mix(reflected, reflected2, 1.0 - specval) * max(minRayStep, -View_Pos.z),
|
||||
hitPos, dDepth, dtex, fallback, mix(0.001, 0.01, 1.0 - specval));
|
||||
|
||||
Spec = vec4(outColor.rgb, 1.0);
|
||||
|
||||
|
@ -21,6 +21,7 @@ void main()
|
||||
// Metallic map is stored in normal color framebuffer .w
|
||||
// Emit map is stored in diffuse color framebuffer.w
|
||||
float metallicMapValue = texture(normal_color, tc).w;
|
||||
float specMapValue = texture(normal_color, tc).z;
|
||||
float emitMapValue = diffuseMatColor.w;
|
||||
|
||||
float ao = texture(ssao_tex, tc).x;
|
||||
@ -28,7 +29,7 @@ void main()
|
||||
vec3 SpecularComponent = texture(specular_map, tc).xyz;
|
||||
|
||||
vec3 diffuse_color_for_mix = diffuseMatColor.xyz * 4.0;
|
||||
vec3 metallicMatColor = mix(vec3(0.5), diffuse_color_for_mix, metallicMapValue);
|
||||
vec3 metallicMatColor = mix(vec3(specMapValue), diffuse_color_for_mix, metallicMapValue);
|
||||
vec3 tmp = DiffuseComponent * mix(diffuseMatColor.xyz, vec3(0.0), metallicMapValue) + (metallicMatColor * SpecularComponent);
|
||||
|
||||
vec3 emitCol = diffuseMatColor.xyz + (diffuseMatColor.xyz * diffuseMatColor.xyz * emitMapValue * emitMapValue * 10.0);
|
||||
|
Loading…
x
Reference in New Issue
Block a user