stk-code_catmod/data/shaders/pointlight.frag

51 lines
1.4 KiB
GLSL

uniform sampler2D ntex;
uniform sampler2D dtex;
flat in vec3 center;
flat in float energy;
flat in vec3 col;
flat in float radius;
#ifdef GL_ES
layout (location = 0) out vec4 Diff;
layout (location = 1) out vec4 Spec;
#else
out vec4 Diff;
out vec4 Spec;
#endif
#stk_include "utils/decodeNormal.frag"
#stk_include "utils/SpecularBRDF.frag"
#stk_include "utils/DiffuseBRDF.frag"
#stk_include "utils/getPosFromUVDepth.frag"
void main()
{
vec2 texc = gl_FragCoord.xy / u_screen;
float z = texture(dtex, texc).x;
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.));
float roughness = texture(ntex, texc).z;
vec4 xpos = getPosFromUVDepth(vec3(texc, z), u_inverse_projection_matrix);
vec3 eyedir = -normalize(xpos.xyz);
vec4 pseudocenter = u_view_matrix * vec4(center.xyz, 1.0);
pseudocenter /= pseudocenter.w;
vec3 light_pos = pseudocenter.xyz;
vec3 light_col = col.xyz;
float d = distance(light_pos, xpos.xyz);
float att = energy * 20. / (1. + d * d);
att *= (radius - d) / radius;
if (att <= 0.) discard;
// Light Direction
vec3 L = -normalize(xpos.xyz - light_pos);
float NdotL = clamp(dot(norm, L), 0., 1.);
vec3 Specular = SpecularBRDF(norm, eyedir, L, vec3(1.), roughness);
vec3 Diffuse = DiffuseBRDF(norm, eyedir, L, vec3(1.), roughness);
Diff = vec4(Diffuse * NdotL * light_col * att, 1.);
Spec = vec4(Specular * NdotL * light_col * att, 1.);
}