61 lines
1.6 KiB
GLSL
61 lines
1.6 KiB
GLSL
uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform float spec;
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uniform vec2 screen;
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#ifdef UBO_DISABLED
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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#else
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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};
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#endif
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flat in vec3 center;
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flat in float energy;
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flat in vec3 col;
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flat in float radius;
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out vec4 Diffuse;
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out vec4 Specular;
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vec3 DecodeNormal(vec2 n);
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vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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void main()
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{
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vec2 texc = gl_FragCoord.xy / screen;
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float z = texture(dtex, texc).x;
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.));
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float roughness = texture(ntex, texc).z;
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vec4 xpos = getPosFromUVDepth(vec3(texc, z), InverseProjectionMatrix);
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vec3 eyedir = -normalize(xpos.xyz);
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vec4 pseudocenter = ViewMatrix * vec4(center.xyz, 1.0);
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pseudocenter /= pseudocenter.w;
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vec3 light_pos = pseudocenter.xyz;
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vec3 light_col = col.xyz;
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float d = distance(light_pos, xpos.xyz);
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float att = energy * 20. / (1. + d * d);
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att *= (radius - d) / radius;
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if (att <= 0.) discard;
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// Light Direction
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vec3 L = -normalize(xpos.xyz - light_pos);
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float NdotL = max(0., dot(norm, L));
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Diffuse = vec4(NdotL * light_col * att, 1.);
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Specular = vec4(getSpecular(norm, eyedir, L, light_col, roughness) * NdotL * att, 1.);
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}
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