43 lines
1.2 KiB
GLSL
43 lines
1.2 KiB
GLSL
uniform sampler2D ntex;
|
|
uniform sampler2D dtex;
|
|
|
|
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.);
|
|
}
|