53 lines
1.5 KiB
GLSL
53 lines
1.5 KiB
GLSL
#ifdef Use_Bindless_Texture
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layout(bindless_sampler) uniform sampler2D dtex;
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#else
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uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
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uniform sampler2D dtex;
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#endif
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#ifdef Use_Bindless_Texture
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flat in sampler2D handle;
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flat in sampler2D secondhandle;
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#endif
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in vec3 nor;
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in vec2 uv;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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void main(void)
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{
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#ifdef Use_Bindless_Texture
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vec4 color = texture(handle, uv);
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float specmap = texture(secondhandle, uv).g;
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#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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#endif
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#else
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vec4 color = texture(Albedo, uv);
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float specmap = texture(SpecMap, uv).g;
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#endif
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if (color.a < 0.5) discard;
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vec2 texc = gl_FragCoord.xy / screen;
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float z = texture(dtex, texc).x;
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vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
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xpos = InverseProjectionMatrix * xpos;
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xpos /= xpos.w;
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vec3 eyedir = normalize(xpos.xyz);
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// Inspired from http://http.developer.nvidia.com/GPUGems3/gpugems3_ch16.html
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vec3 L = normalize((transpose(InverseViewMatrix) * vec4(sun_direction, 0.)).xyz);
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float fEdotL = clamp(dot(L, eyedir), 0., 1.);
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float fPowEdotL = pow(fEdotL, 4.);
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float fLdotNBack = max(0., - dot(nor, L) * 0.6 + 0.4);
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float scattering = mix(fPowEdotL, fLdotNBack, .5);
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vec3 LightFactor = color.xyz * (scattering * 0.1) + getLightFactor(color.xyz, vec3(1.), specmap, 0.);
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FragColor = vec4(LightFactor, 1.);
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}
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