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