uniform sampler2D tex_layout; uniform sampler2D tex_detail0; uniform sampler2D tex_detail1; uniform sampler2D tex_detail2; uniform sampler2D tex_detail3; uniform sampler2D DiffuseMap; uniform sampler2D SpecularMap; uniform sampler2D SSAO; uniform vec3 ambient; layout (std140) uniform MatrixesData { mat4 ViewMatrix; mat4 ProjectionMatrix; mat4 InverseViewMatrix; mat4 InverseProjectionMatrix; mat4 ShadowViewProjMatrixes[4]; vec2 screen; }; #if __VERSION__ >= 130 in vec2 uv; in vec2 uv_bis; out vec4 FragColor; #else varying vec2 uv; varying vec2 uv_bis; #define FragColor gl_FragColor #endif void main() { // Splatting part vec4 splatting = texture(tex_layout, uv_bis); vec4 detail0 = texture(tex_detail0, uv); vec4 detail1 = texture(tex_detail1, uv); vec4 detail2 = texture(tex_detail2, uv); vec4 detail3 = texture(tex_detail3, uv); vec4 detail4 = vec4(0.0); vec4 splatted = splatting.r * detail0 + splatting.g * detail1 + splatting.b * detail2 + max(0., (1.0 - splatting.r - splatting.g - splatting.b)) * detail3; vec2 tc = gl_FragCoord.xy / screen; vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz; vec3 SpecularComponent = texture(SpecularMap, tc).xyz; float ao = texture(SSAO, tc).x; vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent; FragColor = vec4(splatted.xyz * LightFactor, 1.); }