stk-code_catmod/data/shaders/objectref_pass1.frag

21 lines
363 B
GLSL

#version 330
uniform sampler2D tex;
noperspective in vec3 nor;
in vec2 uv;
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() {
vec4 col = texture(tex, uv);
if (col.a < 0.5)
discard;
EncodedNormal = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
}