uniform sampler2D ntex; uniform sampler2D cloudtex; uniform vec3 center; uniform vec3 col; uniform vec2 screen; uniform mat4 invproj; uniform int hasclouds; uniform vec2 wind; void main() { vec2 texc = gl_FragCoord.xy / screen; float z = texture2D(ntex, texc).a; vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0; xpos = invproj * xpos; xpos.xyz /= xpos.w; if (z < 0.03) { // Skyboxes are fully lit gl_FragData[0] = vec4(1.0); gl_FragData[1] = vec4(1.0); return; } vec3 norm = texture2D(ntex, texc).xyz; norm = (norm - 0.5) * 2.0; // Normalized on the cpu vec3 L = center; float NdotL = max(0.0, dot(norm, L)); vec3 R = reflect(L, norm); float RdotE = max(0.0, dot(R, normalize(xpos.xyz))); float Specular = pow(RdotE, 200); vec3 outcol = NdotL * col; if (hasclouds == 1) { vec2 cloudcoord = (xpos.xz * 0.00833333) + wind; float cloud = texture2D(cloudtex, cloudcoord).x; //float cloud = step(0.5, cloudcoord.x) * step(0.5, cloudcoord.y); outcol *= cloud; } gl_FragData[0] = vec4(NdotL * col, Specular+ 0.001); // Irrlicht force alpha test, can't be 0 gl_FragData[1] = vec4(1.0); }