uniform sampler2D ntex; uniform sampler2D dtex; uniform float spec; #ifdef UBO_DISABLED uniform mat4 ViewMatrix; uniform mat4 ProjectionMatrix; uniform mat4 InverseViewMatrix; uniform mat4 InverseProjectionMatrix; uniform vec2 screen; #else layout (std140) uniform MatrixesData { mat4 ViewMatrix; mat4 ProjectionMatrix; mat4 InverseViewMatrix; mat4 InverseProjectionMatrix; mat4 ShadowViewProjMatrixes[4]; vec2 screen; }; #endif flat in vec3 center; flat in float energy; flat in vec3 col; flat in float radius; out vec4 Diffuse; out vec4 Specular; vec3 DecodeNormal(vec2 n); vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness); vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix); void main() { vec2 texc = gl_FragCoord.xy / screen; float z = texture(dtex, texc).x; vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.)); float roughness = texture(ntex, texc).z; vec4 xpos = getPosFromUVDepth(vec3(texc, z), InverseProjectionMatrix); vec3 eyedir = -normalize(xpos.xyz); vec4 pseudocenter = ViewMatrix * vec4(center.xyz, 1.0); pseudocenter /= pseudocenter.w; vec3 light_pos = pseudocenter.xyz; vec3 light_col = col.xyz; float d = distance(light_pos, xpos.xyz); float att = energy * 20. / (1. + d * d); att *= (radius - d) / radius; if (att <= 0.) discard; // Light Direction vec3 L = -normalize(xpos.xyz - light_pos); float NdotL = max(0., dot(norm, L)); Diffuse = vec4(NdotL * light_col * att, 1.); Specular = vec4(getSpecular(norm, eyedir, L, light_col, roughness) * NdotL * att, 1.); }