uniform sampler2D Albedo; uniform vec3 SunDir; uniform sampler2D dtex; in vec3 nor; in vec2 uv; out vec4 FragColor; vec3 getLightFactor(float specMapValue); void main(void) { vec2 texc = gl_FragCoord.xy / screen; float z = texture(dtex, texc).x; vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f; xpos = InverseProjectionMatrix * xpos; xpos /= xpos.w; vec3 eyedir = normalize(xpos.xyz); // Inspired from http://http.developer.nvidia.com/GPUGems3/gpugems3_ch16.html float fEdotL = max(0., dot(SunDir, eyedir)); float fPowEdotL = pow(fEdotL, 4.); float fLdotNBack = max(0., - dot(nor, SunDir) * 0.6 + 0.4); float scattering = mix(fPowEdotL, fLdotNBack, .5); vec4 color = texture(Albedo, uv); if (color.a < 0.5) discard; vec3 LightFactor = (scattering * 0.3) + getLightFactor(1.); FragColor = vec4(color.xyz * LightFactor, 1.); }