uniform sampler2D ntex; uniform sampler2D dtex; //uniform sampler2D cloudtex; uniform vec3 direction; uniform vec3 col; uniform mat4 invproj; //uniform int hasclouds; //uniform vec2 wind; #ifdef UBO_DISABLED uniform mat4 ViewMatrix; uniform mat4 ProjectionMatrix; uniform mat4 InverseViewMatrix; uniform mat4 InverseProjectionMatrix; uniform vec2 screen; #else layout (std140) uniform MatrixesData { mat4 ViewMatrix; mat4 ProjectionMatrix; mat4 InverseViewMatrix; mat4 InverseProjectionMatrix; mat4 ShadowViewProjMatrixes[4]; vec2 screen; }; #endif out vec4 Diff; out vec4 Spec; vec3 DecodeNormal(vec2 n); vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness); vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix); void main() { vec2 uv = gl_FragCoord.xy / screen; float z = texture(dtex, uv).x; vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix); if (z < 0.03) { // Skyboxes are fully lit Diff = vec4(1.0); Spec = vec4(1.0); return; } vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.)); float roughness = texture(ntex, uv).z; vec3 eyedir = -normalize(xpos.xyz); // Normalized on the cpu vec3 L = direction; float NdotL = max(0., dot(norm, L)); vec3 Specular = getSpecular(norm, eyedir, L, col, roughness) * NdotL; vec3 outcol = NdotL * col; /* 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; }*/ Diff = vec4(NdotL * col, 1.); Spec = vec4(Specular, 1.); }