59 lines
2.0 KiB
GLSL
59 lines
2.0 KiB
GLSL
uniform float blueLmn[9];
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uniform float greenLmn[9];
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uniform float redLmn[9];
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform samplerCube tex;
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uniform mat4 TransposeViewMatrix;
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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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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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mat4 getMatrix(float L[9])
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{
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float c1 = 0.429043, c2 = 0.511664, c3 = 0.743125, c4 = 0.886227, c5 = 0.247708;
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return mat4(
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c1 * L[8] /*L22*/, c1 * L[4] /*L2-2*/, c1 * L[7] /*L21*/, c2 * L[3] /*L11*/,
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c1 * L[4], - c1 * L[8], c1 * L[5] /*L2-1*/, c2 * L[1] /*L1-1*/,
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c1 * L[7], c1 * L[5], c3 * L[6] /*L20*/, c2 * L[2] /*L10*/,
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c2 * L[3], c2 * L[1], c2 * L[2], c4 * L[0] /*L00*/ - c5 * L[6]
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);
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}
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void main(void)
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{
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vec2 uv = gl_FragCoord.xy / screen;
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vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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// Convert normal in world space (where SH coordinates were computed)
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vec4 extendednormal = TransposeViewMatrix * vec4(normal, 0.);
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extendednormal.w = 1.;
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mat4 rmat = getMatrix(redLmn);
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mat4 gmat = getMatrix(greenLmn);
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mat4 bmat = getMatrix(blueLmn);
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float r = dot(extendednormal, rmat * extendednormal);
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float g = dot(extendednormal, gmat * extendednormal);
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float b = dot(extendednormal, bmat * extendednormal);
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Diff = max(0.25 * vec4(r, g, b, .1), vec4(0.));
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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 eyedir = -normalize(xpos.xyz);
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vec3 sampleDirection = reflect(-eyedir, normal);
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sampleDirection = (InverseViewMatrix * vec4(sampleDirection, 0.)).xyz;
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float specval = pow(texture(ntex, uv).z, 2.);
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// From http://graphics.cs.williams.edu/papers/EnvMipReport2013/
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int texSize = textureSize(tex, 0).x;
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float lodval = clamp(log2(texSize * sqrt(3.)) - .5 * log2(specval + 1.), 0., 10.);
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vec4 specular = textureLod(tex, sampleDirection, lodval);
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Spec = max(specular, vec4(0.));
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}
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