#ifdef GL_ARB_bindless_texture layout(bindless_sampler) uniform sampler2D Albedo; layout(bindless_sampler) uniform sampler2D dtex; layout(bindless_sampler) uniform sampler2D SpecMap; #else uniform sampler2D Albedo; uniform sampler2D dtex; uniform sampler2D SpecMap; #endif uniform vec3 SunDir; in vec3 nor; in vec2 uv; out vec4 FragColor; vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue); void main(void) { vec4 color = texture(Albedo, uv); #ifdef GL_ARB_bindless_texture #ifdef SRGBBindlessFix color.xyz = pow(color.xyz, vec3(2.2)); #endif #endif if (color.a < 0.5) discard; 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); float specmap = texture(SpecMap, uv).g; vec3 LightFactor = color.xyz * (scattering * 0.3) + getLightFactor(color.xyz, vec3(1.), specmap); FragColor = vec4(color.xyz * LightFactor, 1.); }