stk-code_catmod/data/shaders/detailledobject_pass2.frag

25 lines
696 B
GLSL

#version 330
uniform sampler2D Albedo;
uniform sampler2D Detail;
uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;
uniform sampler2D SSAO;
uniform vec2 screen;
uniform vec3 ambient;
in vec2 uv;
in vec2 uv_bis;
out vec4 FragColor;
void main(void)
{
vec2 tc = gl_FragCoord.xy / screen;
vec4 color = texture(Albedo, uv);
vec4 detail = texture(Detail, uv_bis);
color *= detail;
vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
float ao = texture(SSAO, tc).x;
vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent * (1. - color.a);
FragColor = vec4(color.xyz * LightFactor * ao, 1.);
}