uniform sampler2D ntex; uniform sampler2D dtex; out vec4 Diff; out vec4 Spec; vec3 DecodeNormal(vec2 n); vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness); vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness); vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix); vec3 SunMRP(vec3 normal, vec3 eyedir); void main() { vec2 uv = gl_FragCoord.xy / screen; float z = texture(dtex, uv).x; vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix); 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_col, 1.); Spec = vec4(NdotL * Specular * sun_col, 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; }*/ }