uniform sampler2D ntex; uniform sampler2D dtex; #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/getPosFromUVDepth.frag" #stk_include "utils/DiffuseIBL.frag" #stk_include "utils/SpecularIBL.frag" void main(void) { vec2 uv = gl_FragCoord.xy / u_screen; vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.)); Diff = vec4(0.25 * DiffuseIBL(normal), 1.); float z = texture(dtex, uv).x; vec4 xpos = getPosFromUVDepth(vec3(uv, z), u_inverse_projection_matrix); vec3 eyedir = -normalize(xpos.xyz); float specval = texture(ntex, uv).z; Spec = vec4(.25 * SpecularIBL(normal, eyedir, specval), 1.); }