uniform sampler2D ntex; uniform sampler2D dtex; uniform vec3 sundirection; uniform vec3 sun_color; #ifdef GL_ES layout (location = 0) out vec4 Diff; layout (location = 1) out vec4 Spec; #else out vec4 Diff; out vec4 Spec; #endif #stk_include "utils/decodeNormal.frag" #stk_include "utils/SpecularBRDF.frag" #stk_include "utils/DiffuseBRDF.frag" #stk_include "utils/getPosFromUVDepth.frag" #stk_include "utils/SunMRP.frag" void main() { vec2 uv = gl_FragCoord.xy / u_screen; float z = texture(dtex, uv).x; vec4 xpos = getPosFromUVDepth(vec3(uv, z), u_inverse_projection_matrix); vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.)); float roughness = texture(ntex, uv).z; vec3 eyedir = -normalize(xpos.xyz); vec3 Lightdir = SunMRP(norm, eyedir); float NdotL = clamp(dot(norm, Lightdir), 0., 1.); vec3 Specular = SpecularBRDF(norm, eyedir, Lightdir, vec3(1.), roughness); vec3 Diffuse = DiffuseBRDF(norm, eyedir, Lightdir, vec3(1.), roughness); Diff = vec4(NdotL * Diffuse * sun_color, 1.); Spec = vec4(NdotL * Specular * sun_color, 1.); /* if (hasclouds == 1) { vec2 cloudcoord = (xpos.xz * 0.00833333) + wind; float cloud = texture(cloudtex, cloudcoord).x; //float cloud = step(0.5, cloudcoord.x) * step(0.5, cloudcoord.y); outcol *= cloud; }*/ }