// See http://www.ozone3d.net/tutorials/glsl_texturing_p04.php for ref #ifndef Use_Bindless_Texture uniform sampler2D tex; #endif #ifdef Use_Bindless_Texture flat in sampler2D handle; #endif in vec3 nor; out vec4 FragColor; vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix); vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue); void main() { vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.); vec3 u = getPosFromUVDepth(texc, InverseProjectionMatrix).xyz; vec3 r = reflect(u, nor); float m = 2.0 * sqrt(r.x * r.x + r.y * r.y + (r.z + 1.0) * (r.z + 1.0)); r.y = - r.y; #ifdef Use_Bindless_Texture vec4 detail0 = texture(handle, r.xy / m + .5); #ifdef SRGBBindlessFix detail0.xyz = pow(detail0.xyz, vec3(2.2)); #endif #else vec4 detail0 = texture(tex, r.xy / m + .5); #endif FragColor = vec4(getLightFactor(detail0.xyz, vec3(1.), 0., 0.), 1.); }