stk-code_catmod/data/shaders/degraded_ibl.frag
2015-02-22 20:31:14 +01:00

19 lines
455 B
GLSL

uniform sampler2D ntex;
out vec4 Diff;
out vec4 Spec;
vec3 DecodeNormal(vec2 n);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
vec3 DiffuseIBL(vec3 normal);
vec3 SpecularIBL(vec3 normal, vec3 V, float roughness);
void main(void)
{
vec2 uv = gl_FragCoord.xy / screen;
vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
Diff = vec4(0.25 * DiffuseIBL(normal), 1.);
Spec = vec4(0., 0., 0., 1.);
}