#version 130 uniform sampler2D ntex; uniform sampler2D dtex; uniform vec4 center[16]; uniform vec4 col[16]; uniform float energy[16]; uniform float spec; uniform mat4 invproj; uniform mat4 viewm; in vec2 uv; out vec4 Diffuse; out vec4 Specular; vec3 DecodeNormal(vec2 n) { float z = dot(n, n) * 2. - 1.; vec2 xy = normalize(n) * sqrt(1. - z * z); return vec3(xy,z); } void main() { vec2 texc = uv; float z = texture(dtex, texc).x; vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.)); vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f; xpos = invproj * xpos; xpos /= xpos.w; vec3 eyedir = normalize(xpos.xyz); vec3 diffuse = vec3(0.), specular = vec3(0.); for (int i = 0; i < 16; ++i) { vec4 pseudocenter = viewm * vec4(center[i].xyz, 1.0); pseudocenter /= pseudocenter.w; vec3 light_pos = pseudocenter.xyz; vec3 light_col = col[i].xyz; float d = distance(light_pos, xpos.xyz); float att = energy[i] * 200. / (4. * 3.14 * d * d); float spec_att = (energy[i] + 10.) * 200. / (4. * 3.14 * d * d); // Light Direction vec3 L = normalize(xpos.xyz - light_pos); float NdotL = max(0.0, dot(norm, -L)); diffuse += NdotL * light_col * att; // Reflected light dir vec3 R = reflect(-L, norm); float RdotE = max(0.0, dot(R, eyedir)); float Specular = pow(RdotE, spec); specular += Specular * light_col * spec_att; } Diffuse = vec4(diffuse, 1.); Specular = vec4(specular , 1.); }