stk-code_catmod/data/shaders/objectpass_rimlit.frag
2014-01-24 20:29:54 +01:00

27 lines
718 B
GLSL

#version 130
uniform sampler2D Albedo;
uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;
uniform sampler2D SSAO;
uniform vec2 screen;
uniform vec3 ambient;
noperspective in vec3 normal;
in vec2 uv;
out vec4 FragColor;
void main() {
float rim = 1.0 - dot(normal, vec3(0., 0., -1));
rim = smoothstep(0.5, 1.5, rim) * 0.35;
vec4 color = texture(Albedo, uv);
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 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent * (1. - color.a);
FragColor = vec4(color.xyz * LightFactor + rim, 1.);
}