// See http://www.ozone3d.net/tutorials/glsl_texturing_p04.php for ref #ifdef GL_ARB_bindless_texture layout(bindless_sampler) uniform sampler2D tex; #else uniform sampler2D tex; #endif #if __VERSION__ >= 130 in vec3 nor; out vec4 FragColor; #else varying vec3 nor; #define FragColor gl_FragColor #endif vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix); vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue); 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; vec4 detail0 = texture(tex, r.xy / m + .5); #ifdef GL_ARB_bindless_texture #ifdef SRGBBindlessFix detail0.xyz = pow(detail0.xyz, vec3(2.2)); #endif #endif FragColor = vec4(getLightFactor(detail0.xyz, vec3(1.), 0.), 1.); }