stk-code_catmod/data/shaders/utils/getLightFactor.frag
2014-05-17 02:39:55 +02:00

24 lines
653 B
GLSL

uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;
uniform sampler2D SSAO;
uniform vec3 ambient;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
vec3 getLightFactor(float specMapValue)
{
vec2 tc = gl_FragCoord.xy / screen;
vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
float ao = texture(SSAO, tc).x;
vec3 tmp = ao * ambient + DiffuseComponent + SpecularComponent * specMapValue;
return tmp * ao;
}