27 lines
703 B
GLSL
27 lines
703 B
GLSL
uniform sampler2D ntex;
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uniform sampler2D dtex;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 DiffuseIBL(vec3 normal);
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vec3 SpecularIBL(vec3 normal, vec3 V, float roughness);
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void main(void)
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{
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vec2 uv = gl_FragCoord.xy / screen;
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vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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Diff = vec4(0.25 * DiffuseIBL(normal), 1.);
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float z = texture(dtex, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
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vec3 eyedir = -normalize(xpos.xyz);
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float specval = texture(ntex, uv).z;
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Spec = vec4(.25 * SpecularIBL(normal, eyedir, specval), 1.);
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}
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