33 lines
883 B
GLSL
33 lines
883 B
GLSL
uniform sampler2D Albedo;
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uniform sampler2D DiffuseMap;
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uniform sampler2D SpecularMap;
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uniform sampler2D SSAO;
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uniform vec2 screen;
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uniform vec3 ambient;
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uniform sampler2D caustictex;
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uniform vec2 dir;
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uniform vec2 dir2;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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vec2 tc = gl_FragCoord.xy / screen;
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vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
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vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
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vec4 color = texture(Albedo, uv);
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float ao = texture(SSAO, tc).x;
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float caustic = texture(caustictex, uv + dir).x;
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float caustic2 = texture(caustictex, (uv.yx + dir2 * vec2(-0.6, 0.3)) * vec2(0.6)).x;
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vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent + caustic * caustic2 * 10;
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FragColor = vec4(color.xyz * LightFactor, 1.);
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}
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