stk-code_catmod/data/shaders/objectpass_spheremap.frag
vincentlj 45db87de8a Merge normals and depth RTT into a single one
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14754 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-23 16:59:55 +00:00

26 lines
840 B
GLSL

#version 130
uniform sampler2D tex;
noperspective in vec3 eyenor;
noperspective in vec3 viewpos;
noperspective in vec3 nor;
void main() {
// Calculate the spherical UV
const vec3 forward = vec3(0.0, 0.0, 1.0);
// get the angle between the forward vector and the horizontal portion of the normal
vec3 normal_x = normalize(vec3(eyenor.x, 0.0, eyenor.z));
float sin_theta_x = length(cross( forward, normal_x )) * eyenor.x/abs(eyenor.x);
// get the angle between the forward vector and the vertical portion of the normal
vec3 normal_y = normalize(vec3(0.0, eyenor.y, eyenor.z));
float sin_theta_y = length(cross( forward, normal_y )) * eyenor.y/abs(eyenor.y);
vec4 detail0 = texture2D(tex, vec2(0.5 + sin_theta_x*0.5, 0.5 + sin_theta_y*0.5));
gl_FragData[0] = detail0 * gl_Color;
gl_FragData[1] = vec4(nor, gl_FragCoord.z);
}