40 lines
1.3 KiB
GLSL
40 lines
1.3 KiB
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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vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 SunMRP(vec3 normal, vec3 eyedir);
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void main() {
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vec2 uv = gl_FragCoord.xy / screen;
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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 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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float roughness = texture(ntex, uv).z;
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vec3 eyedir = -normalize(xpos.xyz);
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vec3 Lightdir = SunMRP(norm, eyedir);
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float NdotL = clamp(dot(norm, Lightdir), 0., 1.);
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vec3 Specular = SpecularBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
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vec3 Diffuse = DiffuseBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
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Diff = vec4(NdotL * Diffuse * sun_col, 1.);
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Spec = vec4(NdotL * Specular * sun_col, 1.);
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/* if (hasclouds == 1)
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{
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vec2 cloudcoord = (xpos.xz * 0.00833333) + wind;
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float cloud = texture(cloudtex, cloudcoord).x;
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//float cloud = step(0.5, cloudcoord.x) * step(0.5, cloudcoord.y);
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outcol *= cloud;
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}*/
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}
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