Fix SSAO on splatting material.

This commit is contained in:
Vincent Lejeune 2014-08-09 20:05:49 +02:00
parent 768d51d0c3
commit bcc2196ccf
2 changed files with 15 additions and 22 deletions

View File

@ -3,10 +3,6 @@ uniform sampler2D tex_detail0;
uniform sampler2D tex_detail1;
uniform sampler2D tex_detail2;
uniform sampler2D tex_detail3;
uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;
uniform sampler2D SSAO;
uniform vec3 ambient;
#if __VERSION__ >= 130
in vec2 uv;
@ -18,26 +14,22 @@ varying vec2 uv_bis;
#define FragColor gl_FragColor
#endif
vec3 getLightFactor(float specMapValue);
void main() {
// Splatting part
vec4 splatting = texture(tex_layout, uv_bis);
vec4 detail0 = texture(tex_detail0, uv);
vec4 detail1 = texture(tex_detail1, uv);
vec4 detail2 = texture(tex_detail2, uv);
vec4 detail3 = texture(tex_detail3, uv);
vec4 detail4 = vec4(0.0);
// Splatting part
vec4 splatting = texture(tex_layout, uv_bis);
vec4 detail0 = texture(tex_detail0, uv);
vec4 detail1 = texture(tex_detail1, uv);
vec4 detail2 = texture(tex_detail2, uv);
vec4 detail3 = texture(tex_detail3, uv);
vec4 detail4 = vec4(0.0);
vec4 splatted = splatting.r * detail0 +
splatting.g * detail1 +
splatting.b * detail2 +
max(0., (1.0 - splatting.r - splatting.g - splatting.b)) * detail3;
vec4 splatted = splatting.r * detail0 +
splatting.g * detail1 +
splatting.b * detail2 +
max(0., (1.0 - splatting.r - splatting.g - splatting.b)) * detail3;
vec2 tc = gl_FragCoord.xy / screen;
vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
float ao = texture(SSAO, tc).x;
vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent;
FragColor = vec4(splatted.xyz * LightFactor, 1.);
vec3 LightFactor = getLightFactor(1.);
FragColor = vec4(splatted.xyz * LightFactor, 1.);
}

View File

@ -878,6 +878,7 @@ namespace MeshShader
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/splatting.frag").c_str());
AssignUniforms("ModelMatrix");
TU_tex_layout = 3;