stk-code_catmod/data/shaders/object_pass1.frag

15 lines
271 B
GLSL

#version 130
noperspective in vec3 nor;
out vec2 EncodedNormal;
// from Crytek "a bit more deferred CryEngine"
vec2 EncodeNormal(vec3 n)
{
return normalize(n.xy) * sqrt(n.z * 0.5 + 0.5);
}
void main(void)
{
EncodedNormal = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
}